Showing posts with label Ludus/Paidia. Show all posts
Showing posts with label Ludus/Paidia. Show all posts

Friday, August 31, 2012

Naked Snake and the Philosopher's Stone

Like the rest of the series, MGS3 begins with a fucklot of cutscenes. My first mistake, it seems, was paying attention to the dialogue.

Not because the dialogue is bad, mind you--it isn't--but because the MGS series uses the dialogue both to describe the diegetic world and to poke holes in the plastic film of the fourth wall. The map is not the terrain, and the narrative is not the game. The diegetic gameworld has little concept of Continue, of course, and we all accept that any sentence that ends with "...or you'll die horribly" should be read to mean "...or you'll have to restart from the next checkpoint." Stealth games carry their own suspension of disbelief, that searches for an intruder will eventually be called off, as opposed to escalating into the kind of concentric search-and-destroy operation for which security forces are trained. The consequences of getting caught have to be severe enough to be interesting, but forgiving enough to be fun. But Major Zero really lays it on thick with the stealth stuff, exclaiming that you musn't engage the enemy at all, must leave no ammo casings, blood spatter, or any evidence at all that you were ever there. It's a lot to ask, even from a Metal Gear standpoint. Even with the (interesting, but not all that different) non-lethal options available in MGS2, nobody would look at an area Solid Snake had passed through and have any question that a heavy armed and highly trained special forces operative had been in to visit.

Still, I found myself wanting to do a full-on stealth thing, to actually avoid foes entirely, and the new camouflage functionality, combined with my old tricks from the previous games, seemed like it would fit the bill. (It didn't.) So I got seen, a lot. I tranq'd (tranqued?) a lot of people, and felt vaguely guilty for doing so. I broke necks and slit throats when I got annoyed. And I got seen. A lot. To the point that, fifty years later, there ought to be folk legends in Russia about the clumsy CIA agent who kept bumping into guards by accident.

You can imagine how gratified I felt, having tried to hard to be inconspicuous and play to Zero's specifications, when Volgin fired a nuke into the valley. Unlike the knife, the garrotte, and the needle, the Davy Crockett portable nuclear missile has never really been considered a "stealth" weapon.

Perhaps the story was playing a joke on the unrealities of the Tactical Espionage Action genre. Perhaps Zero was merely alerting the player, in a roundabout manner, of the types of things the NPCs would notice that they hadn't in previous games. Perhaps he was underscoring the diegetic point that it's 1964, FOX-HOUND doesn't exist yet, and the entire concept of Low-Intensity Conflict is still finding its legs. Intelligence and counterintelligence are older than dirt, of course, so at times it's difficult to remember that the shadow wars that made up American military operations through the latter half of the 20th century were breaking a lot of new ground. JFK might have been James Bond's biggest fan, but "James Bond" was hardly something that could be made into Standard Operating Procedure.

At any rate, at the commencement of Operation Snake Eater, I'd remind myself that this was still a Metal Gear game, and Zero could go fuck himself, because I'd be engaging the enemy violently and often. Which brings us to the second major point of confusion: the alarm system. More accurately, the lack thereof.

1 and 2 have a pretty simple, standardized, game-like approach to alarms. They go off, you break the line of sight and hide until it goes away. MGS2 added a few things like radio check-ins for dead/unconscious guards, but basically the pattern held. Worse came to worst, you could always just leave the area for a clean slate.

Most of MGS3 is outdoors, and there are very few alarms to pull. Reinforcements are handled by radio and person-to-person contact. So if somebody sees you, even if the Alert is blaring in the upper-right of your HUD, it goes away as soon as your observer does. There is no "general alarm" to worry about, just the guy who saw you, and anyone in range of his voice. The guy with the radio has a very long voice, but the principle holds, and logic compels you to disable him first. The logic of stealth in MGS3 is in this way more brutal than its predecessors: when you've been seen, hiding is useless. You survive by eliminating witnesses, and making sure you don't leave any living bodies, corpses, bloodstains or bullet-casings lying out where people might stumble onto them and get suspicious. (This last point leads to the more hilarious and/or horrifying moments of MGS3 when you're panicked and killing too quickly to hide the evidence, eventually leading to a badly injured Snake standing atop a pile of corpses like Frank Castle in Born.)

I was nearly finished with the game by the time I "got" this at any intuitive level, and consequently I missed a lot of weapons and items along the way. I'm replaying it now, and it's both thrilling and dull to move smoothly through a game that confounded me at every turn for so long. I stumble upon an AK-47, and wonder, why? Knowing for a fact that I can complete the game with a tranq pistol and my bare fists, why would I bother with this clumsy, unpredictable, score-killing death machine?

Which brings me to the third point that confused me for so long: not only are there redundant solutions to every conceivable problem in MGS3, but the solutions learned from the previous games are almost invariably impractical. The heavier weaponry is almost always more fun than it is practical, and I suppose that's a substantive achievement for the genre. Confusing as hell, but substantive.

In summary, 1) genre conventions override narrative conceits, 2) fight, not flight, and 3) prioritize the new shit. One could easily make the argument that these lessons, and my failure to learn them, comprise a neat allegory of my professional malaise. One would not be me, because me has one last to add: the most important red flag, when dealing with depression, is inability to enjoy things that usually bring pleasure. If I've learned one useful thing from the past five years, it'd probably be that it's harder to notice that flag when the things you do for fun are so closely linked with the things you do professionally. When you think of yourself primarily as someone who writes, games, and writes about games, it's not an occupational hazard when you find yourself unable to muster the interest to do any of those things for pleasure. It's a yawning chasm, a bright black void.

I've fucked up. A lot.

And thus, I Continue.

Thursday, August 30, 2012

Because it is bitter, and because it is my heart.

Last week, I finished Metal Gear Solid 3. It was bittersweet. We have a history, MGS3 and I. Fortunately, unlike the women I met in undergrad, MGS3 cannot be annoyed or offended by my writing it up here, and it can't file a restraining order should I attempt to play it again.

I'm old enough to remember the end of the Cold War, but not old enough to understand what it meant or why it mattered until years later. Which is to say that I am also too young to remember Metal Gear, Metal Gear 2, or Snake's Revenge. I played Metal Gear once on the NES, and spent my time being confused why I was in a combat zone with a pack of cigarettes and no weapons. That was Metal Gear for me: unarmed, with addictive, carcinogenic drugs, and no clear idea what to do.

I got older, the wall came down, and Metal Gear Solid came out. I was seventeen, living in the phantom world between middle school and college, and I finished it in two sittings. Which is not to say I was particularly good at the game, just persistent. I learned the rules slowly, in the face of constant failure, but the Game is good, and the Game is kind, and I learned. Stay under the cameras. Break the neck if you're unarmed. Shoot from behind with a silenced pistol if you're not. The FAMAS for close- and medium-range firefights, the PSG-1 for long-range combat, the stinger for hard targets. Chaff grenades to make their attacks less accurate. Cigarettes and valium to make my own more accurate. MGS is a marvel of parsimony; a place for everything, and everything in its place.

I grew up a bit. "Watashi no senkoo wa seijigaku desu," is how the kids would describe it. MGS is a good thing to love if you're studying poli-sci, it turns out. The limits of deterrence theory, the ins and outs of modern weapons systems, the challenges posed by actor proliferation: all good stuff to have a handle on before you step into the classroom, especially if you haven't been there in a while. MGS stuck to me deeply in adolescence, and I suppose it sticks there still.

At 20, I acquired Metal Gear Solid 2: Sons of Liberty, and played it manically, usually with an audience. The sheer craziness of the narrative was well-paired with the brutal sanity of the gameplay, and I died and died and died until I won. I didn't go for a lot of the secrets--I shot birds, sure, but I was never good at robbing guards, and I didn't think to look up the hostage's skirt--but I played it to death, and when I started working on my undergrad thesis, armed with a novice's knowledge of postmodern literature, I played it again. MGS2, and its progenitor, ended up being the centerpiece of my first significant academic work, my writing sample for grad school. Columbine taught me about CMS, but MGS2 got me there.

But that hadn't happened yet, so when I met Metal Gear Solid 3: Snake Eater, I was living surreptitiously in my girlfriend's college housing. Like the Democratic party at the time, I was disorganized, weak-willed, and completely without direction. So when MGS3 didn't "grab" me right out of the gate, it might have been my own lack of focus that presented the problem, rather than that of the designers. We cannot blame the snow, after all, for being soiled by the earth. (We can also infer from Ms. Edison an alternate explanation.)

I'd return to MGS3 periodically over the years, sometimes with high hopes for figuring out what I was missing, sometimes out of dull determination to get it over with. I bought a DualShock 3 controller, in the hope that it would make the AP sensor more useful. I ignored entreaties to buy the enhanced re-release Subsistence. I'd pick it up, get confused, and put it back down. The rest of my life was working out much the same way. Looking back with the smallest amount of distance, I can see the sundry errors, near-misses and general-purpose fuck-ups of the last eight years mirrored in my relationship with, and my approach to, MGS3.

Next post will pick up the thread from there: how I learned to stop worrying and eat the snake, and how frustrating it is to have already used that joke on an entirely unrelated post title.

Wednesday, February 27, 2008

Tall Tales and Paidia

Given the popularity of the genre in American film and folklore, it's really quite bizarre that we see so few Western-themed videogames. Granted, I can't think of any off the top of my head that have been especially successful, but it's hard to say if that's because gamers are for some reason particularly uninterested in the Western milieu or because they make so few of them in the first place. Neversoft's Gun is a notable exception, squeezing most of the standard Western motifs into the free-roaming adventure mold established and popularized by Grand Theft Auto. The pacing, however, is a bit different; in GTA games, while the story missions do generally follow each other chronologically, there isn't a great sense of urgency connecting them, and it doesn't interfere with the experience to wander around and explore the world for a while.

Gun spins a fairly tight tale, and one that doesn't especially lend itself to taking breaks. The narrative proceeds with a sense of urgency that the rule system doesn't bear out--there really is no penalty if you decide to wander around doing odd jobs and mining for gold while a friend of yours is being held and tortured by the bad guys. I enjoy the side missions a great deal, and tend to do them as soon as they become available; this play style tends to make the story a bit disjointed.

This might not, in fact, be an accident. The gameplay structure of Gun is cyclical: story missions open up side missions and new weapons. Side missions boost character stats and allow the player to earn money. Money is spent on upgrades. So playing straight through the story missions consecutively allows no time for stat growth or upgrades. I assume this would make the game unbearably hard, and there are key points in which the game actually reminds you that things are going to get harder soon, and you'd better raise your stats. These key points generally arrive at less time-sensitive moments than the "kidnapped comrade" scenario I mentioned above, and it's possible that this is how the designers intended/expected players to progress: hours of concentrated play on story missions followed by hours of concentrated play on side missions. At any rate, in practice the gameplay structure allows players to change the difficulty of the game to an unusual degree.

In addition to screwing with the dramatic tension of the story, doing all the side missions as soon as they come makes the game, well, pretty damn easy. By the second half of the game, your character is practically bulletproof, and most of the bad guys go down if you look at them funny. You're not just heroic, you're bloody invincible.

Which might be the point. Someone who prioritizes the ludus game exclusively would find a brutal, dramatic game with a harsh difficulty curve emphasizing the usual FPS bag of tricks, such traps, ranging, proper weapon selection, stealth kills, etc. Not exactly a realistic story--the Western is not especially well-known for "realistic"--but not out of step with, say, modern film narratives. Conversely, someone who goes off the path into paidia as much as possible ends up with something more closely resembling a tall tale: not only does the hero beat the bad guys, he does so without a great deal of difficulty; he gets shot hundreds of times and lives to tell the tale; he hunts better with a bow and arrow than the best Indian hunter; he does the jobs the sheriff and federal marshall couldn't; he's the best horseman in the Pony Express, the best gambler, the best prospector. It's common enough for the sheer hyperbolic weight of the protagonist's heroic accomplishments to swamp the main storyline in a game, but in a milieu that's always half-folktale anyway, it seems strangely appropriate. Accident or not, the tension between ludus and paidia exerts its own pull on the game narrative, resulting in a storyline that's as pleasantly flexible as those concerning any of our "real" Western demigods.