Showing posts with label God of War. Show all posts
Showing posts with label God of War. Show all posts

Monday, October 8, 2012

Evacuate the Dance Floor.

I've noticed that traffic to this site is noticeably up since I joined Google+. Relatively speaking. A 65% increase over "I think my mom reads it" is a substantive increase.

I feel a bit piqued, however, that it happened shortly before the least productive chunk of my life. There are lots of big, blank spaces over there on the Archives tab, but even when nothing ended up here, I scratched out my share of academic publications, journal entries, emails, grocery lists, death threats, slash fiction, and rock operas.

Lately, there has been nothing.

When there is no writing, unsurprisingly, there is little to no gaming. Casual games, so I've read, are ideal for this sort of situation, when time and attention are limited resources, but casual games suffer a peculiar weakness that is little remarked upon: when played in a state of severe depression, a hardcore game is still something like a game. Even if you know every beat, and are playing it entirely from the autonomic portion of your skillset, it still moves at your pace, and responds to your whims. Not a story per se, but more like a satisfying walk taken many times before, as Espen Aarseth once suggested to me. Genre conventions, sufficiently codified, can allow this experience even in "new" texts. Casual games, on the other hand, when played under sufficient duress, cease to feel like anything at all.

The more-than-casual stuff usually holds up. Which is why I found it quite surprising, shortly after helping Kratos to pull--not cut, but pull--the head of Phoebus from his body, that I found myself too depressed to continue playing God of War III. It became clear, at this point, that I had no choice but to dance.

As Jane McGonigal wrote in Reality is Broken, dancing is a) a reliable source of happiness, b) an extraordinary display of vulnerability, which is why our brains so often refuse to consider a) sufficient reason to do it. Personally, I am overweight, uncoordinated, and self-conscious about both my appearance and my taste in music. So naturally I try to find opportunities to dance in public when they present themselves. Same reason scared-to-death undergrad me joined a theater group that would soon have me (diegetically) jerking off onstage. Eventually you just run out of shame. If you're going to feel afraid anyway, it feels better to act in such a way that being afraid is more reasonable.

Which is the confusing part about Dance Central, for me: the utter shamelessness involved in playing it takes the experience far out of the realm of game-playing as I usually experience it. I suppose, by Jesper Juul's criteria, the mimetic interface would classify it as a casual game; perhaps I don't think of it as such only because playing it requires preparation (moving furniture out of the way, tranq'ing the cat) that I recognize as the precise opposite of "casual." As a vocal proponent of non-stupid theory, I ought to give him the benefit of the doubt.

Simple, intuitive interface, pleasant fiction, short time commitment, juicy...it's a convincing case. But it's a bit more than that, as the activity required/depicted isn't changed significantly by the game's feedback. In fact, what Dance Central actually does is apply the tools of fixation--game-like apparatuses--to a fundamental expression of the joy of being embodied.

God of War is many things, but at a narrative level, it's compelling because of bodies. Impossible, inexhaustible, superhuman bodies, and the ways to break them. At one level, it's fun because it's fun to be Kratos. (At another level, it's fun because the game constantly reminds you that you're not Kratos, which is the post I was trying to write when I opened up blogger.) Without emotion, there is no meaning, and without narrative, there is no goal. What is admirable, what is exciting, what is interesting about Kratos is about the experience of being embodied.

When you don't want to be in your body, or any body, it's difficult to enjoy...anything. It shouldn't be surprising that this includes action/adventure games. I find that Dance Central helps me circumvent this problem by making enjoyment of the body the game itself.

I can't wait to see what happens when Harmonix decides to do a game about fucking.

Sunday, March 23, 2008

Guns, Germs, and Steel: Ethics and Genre Shift

I was a big graphic adventure fan back in the day, and it never fails to bother me when I read that the genre is dead. It is more or less dead, of course, at least in its undiluted form, but then, graphic adventures are so filmic that much videogame theory practically defines them out of the category of "games." But this post isn't about graphic adventures, so much as their immediate descendant, the "survival horror" genre.

Inaugurated by Resident Evil, or Alone in the Dark if you're like that, survival horror basically jury-rigged some very basic action mechanics into the graphic adventure, a genre stressing narrativity (in the sense of both storyline as well as evocative architecture and aesthetics), observation, and basic logic. Assuming we take Resident Evil as the starting point, and I feel we would have good reason to do so--it's a choice between Milla Jovovich and Tara Reid, after all--we see a fairly simplistic graphic adventure combined with a pretty crappy action game. The puzzles are mostly pure item-swapping, and the action...well, you point and fire until it the bad guys hit the ground. The Director's Cut (and the sequels) go one further by actually aiming the gun for you, eliminating the time-consuming "point" part of the process. So what made the game compelling? In "Hands-On Horror," Tanya Krzywinska suggests that horror-themed games (including but not limited to survival horror) derive their appeal from the tension between control and lack of control, and that this binary between free will and determinism, active gameplay and cut-scene, manifests at narrative and ludic levels. It's a wonderful idea, with implications far beyond the specific genre/milieu on which she was writing, but this post isn't about that either.

Rather, this is about what players are called upon to do in Resident Evil. The puzzles are simple, relying more on having the right item than any real thought process. The combat is simple, relying more on having enough ammunition (and the right weapon) than any particular combat strategy. So where's the player's main role? What takes up the majority of their time and energy?
  1. The player must acquire items to open doors and generally move along.
  2. To acquire items, the player must search rooms.
  3. To search rooms, the player must either avoid or kill zombies (and other assorted baddies).
  4. To kill zombies, one must fire bullets, gradually exhausting their supply.
  5. To acquire new bullets, the player must search rooms. See step 3.
So, in short, the "trick" to Resident Evil is primarily ammo conservation: making your shots count, and knowing when to run and when to fight. There's enough ammo in the game even in the initial release to take out pretty much everything in the mansion, but knowing where the ammo is comes down to being able to having successfully cleared the right rooms. In small rooms without much likelihood of ambient ammunition (which would be a great name for a rock band), it might be more efficient to simply run through it, avoiding the monsters, especially if your ammo supply is low and might be higher in the near future. Don't get trigger happy, don't get sloppy, and kill only what you need to. These directives comprise the ethics of Resident Evil, the lessons the designers intend you to learn, the things you have to do to play effectively and "in character." (It's possible that the sequels, with their post-game ratings, encourage more bloodlust, but I'm focusing on the first one for now.)

Onimusha, upon its release, was described not inaccurately as Resident Evil with swords. It's not a trivial distinction; if the protagonist's main weapon is a sword, ammo conservation goes out the window as a play mechanic. So, the ethics change from "pick your shots" to "kill everything you see." Kills reward the player with more than short-term safety in Onimusha, providing health, magic, weapon upgrades, and...keys. The most important items in Resident Evil, the ones that most directly allow you to progress the story and win the game, are sometimes earned in Onimusha not by judicious study of the environment, but from the simple acquisition of kills. At a narrative level, it's worth noting that the bad guys in Onimusha are conscious, evil beings rather than animals and braindead victims of a pharmaceutical accident. The argument for leaving a demon alive and going about your day is weaker than a similar argument would be for a zombie who used to be a lab tech. The Resident Evil hybrid of action and graphic adventure is tweaked in favor of action.

Devil May Cry continues the demon theme, as well as the "kill everything that moves" ethic, but adds a new element: style. One of the determinants of how many red orbs the player receives, and therefore how quickly and effectively the player can upgrade their character, is their ability to rack up style ratings against their numerous and creepy opponents. These style ratings necessitate keeping a constant stream of damage going for as long as possible, and thus discourages powerful, disjointed hit-and-run tactics in favor of fluid, aesthetically pleasing sword combos and juggling--the kind of thing we used to see in fighting games, back when fighting games mattered. The ethics in Onimusha demand that you kill things, but only Devil May Cry requires you to look cool while you're doing it. The puzzles are even simpler than in Onimusha, and the combat is much more frequent and requires more thought. The "action with a touch of graphic adventure" formula of Onimusha now becomes a straight out action game, with elements of fighting games starting to trickle in.

God of War, though born of a different developer, further articulates the nascent fighting game elements of Devil May Cry. The style rating is replaced with a more traditional (and precise) combo system, and the easy blocking and rolling allows skilled players to string together ridiculously long combos to rack up red orbs for (wait for it) weapon and skill upgrades. Moreover, God of War actually brings back the "fatality" concept from Mortal Kombat, giving most enemies a specific, cinematic death, accessed by button/analog combinations irrelevant to normal gameplay, that allows players either to maximize red orb earnings or refill health or magic. It's perhaps not coincidental that among God of War's imitators was Mortal Kombat: Shaolin Monks, a spinoff that reenacts the Mortal Kombat II storyline in a way that actually makes some narrative sense.

So, in these titles, we see a genre shift from graphic adventure through hack-and-slash action to a new adventure/fighting game hybrid, accomplished through minor shifts in gameplay ethics.