Monday, 30 March 2015
Wednesday, 25 March 2015
In reply to 'Rules of the Game' by Daniel Golding
Note: In 2012 Hyper magazine published an article by Dan Golding titled 'Rules of the Game'. I'm not sure (that is can't remember) what position he was taking in the article but this was my response. Having discovered this in my files yesterday, I thought it was written well enough to be posted here.
I
think we can safely say, and agree upon, that video-gaming is not a
sport. Sports, in my opinion, require physical activity beyond
twiddling your fingers and exercising the synapses in your brain. I
believe that a game needs competition, and that competition must be
an adversary of some type. This begs the question, is chess a game if
you are playing against yourself? Well, I would argue, yes, because
you are facing the adversary who just happens to be yourself. Fair
game, I guess.
It's easy to view sport
orientated videogames such as Wii Sports and Tekken or Street Fighter
as games because they inherently take the forms of sport and
apply them to the computerised world, thus taking out the 'sport'
but retaining the game. So by that definition, game is form, not
activity.
Any sports-modelled videogame
still requires a competition-based form to involve yourself in the
playing of: whether you are playing against your flatmate or the
computer, you are still playing against an adversary that you may not
win against.
When we enter the world of
story-based videogaming, we are not entering a game,
as there is no other competition, no one I am competing against; I am
simply taking part in an exploration of a story-based entertainment.
By picking up a console controller, customising my character and
deciding which reply my character will answer with, I am no longer a
passive viewer accepting another person's story as it is told to me,
but an active part of the story who makes sincere and often involving
decisions about how
another person's story is going to be told to me – that is
interactive entertainment. It is not a game, there are no rules, but
there is a specific storyline that must be adhered to to get the full
entertainment value out of.
The problem with viewing
story-based videogames as a 'game' is knowing that it is a forgone
conclusion that you will win, when essentially, all you are doing is
concluding the story that you begun by opening your videogame box
and inserting the disc – practically no different than picking up a
DVD and inserting the disc, or via a different medium, picking up a
book and opening the first page.
No matter what setting you
play the story-based videogame on – even on the hardest setting –
you can win if you put in enough time. The reality of the true game
is that another player just might be better than you no matter how
much time you put in. In that sense, only the videogame itself is
your adversary. Can
I really beat Dead Space 2 with only three saves allowed? I
certainly can! (The question is, can I be bothered?)
Online
is different though. Online we have competition. We have many players
playing against each other, racking up high scores and at times
competing for prizes. And, although I have never played online, are
there not rules that accompany how you play online? Or perhaps, codes
of conduct would be a better phrase.
A game of chess, or tennis,
dictates how you play simply by the rules that have been created to
accommodate the form of the game. Yes, it is possible to cheat, and
there in lies the necessity to acquire a judge or adjudicator to
impart impartiality.
Videogaming requires no
referee, no adjudicator to check if I am cheating or not. That,
assuming cheat codes are available, is entirely my choice, and at the
end of the day I only answer to myself.
When playing a traditional
game in competition with another, you cannot afford to stand around
and do nothing, otherwise your adversary will take advantage of your
slack and begin scoring points against you. Many videogames I have
played, I have allowed my character to stand around doing nothing, or
hide in a corner to generate more health.
I
believe
that developers need to ask themselves whether they are building a
'game', or an 'interactive entertainment'.
If developers really want
their products to be viewed as games, they need to stop making every
mission and quest so easy to complete by providing instructions,
cues, markers and arrows that make the story and puzzles nothing more
than a walkthrough.
On
the other hand, if developers are only making interactive
entertainments, then it is the attitude of gamers themselves that
need to change. The reason Prince
of Persia (2008) flopped
was not because of the game, which was a beautifully rendered
semi-cell shaded enjoyable romp through an imaginary fairytale land, but
because of the voices that decried its 'easiness' and the resulting
criticisms towards the gameplay (and rather thin plot). For once, I
had an interactive entertainment that obeyed its own internal logic –
if the story requires my character to win-out in the end, then it
makes complete and utter sense
that
he doesn't die during the story. PoP
(2008)
I believe, is the first true example of an interactive entertainment
through the videogame form without relying on the actual 'game'
element whereby it is necessary for you to try not to die or be
'beaten' by the computer.
- 2012, Whangamata
Labels:
Critique,
Essay,
Games,
Narrative,
Opinion,
Story-telling,
Video Games,
Writing
Wednesday, 4 March 2015
Sunday, 15 February 2015
Monday 1st December, 2014
What’s been happening Mr.
Stubbs?
Far Cry 3 has
been happening, that’s what.
Was it any good?
Well, it was a lot of fun once
the story pissed off. The worst thing about this game was being
locked into missions. Second to that, I think, was the story itself.
I felt so bored by all the cutscenes. I did like Vaas as a villain
though, but like some forum commenters, I too thought he was
under-developed. Hoyts turned out to be nothing interesting so it
would have been far more interesting to see Vaas still alive and
trying to kill Hoyts as well. The player then could have had the
choice to let Vaas do it himself, but making him more powerful, or to
try to kill Hoyts first to stop Vaas from gaining power, but having
to deal with Vaas at the same time as a consequence. Or something
like that. Overall, the story theme, that of slave-trading, was fine,
but I thought the whole mushroom tripping and amazon-warrioresque
aspects were generally pretty dumb and pointless. So many times
through a cutscene I was pressing buttons on the controller in hope
that the apparently non-mapped ‘skip cutscene’ button would
suddenly spring into existence. But it didn’t, and I was left to
voice my non-caring attitude out loud.
The
story might have had more impact if the player character was one of
the local islanders themselves and had to pick up weapons to save a
bunch of white-American holidayers, or even make them a bit of a
mix-up: French, Canadian, American, etc. In some ways, it could test
the player as to how much they need to care about some random people
opposed to their own fellow local inhabitants who were also in danger
of being kidnapped by Vaas and his pirates. Or even, if the fellow
inhabitants were getting disillusioned and slowly going over to
Vaas’s side, so then some of the missions would revolve around
collecting evidence through the kidnapped holidayers, or otherwise.
And with that idea in place
you could even throw in the twist of if you save the foreigners, they
call their parents/family to say that they are okay, but if you
don’t, the families come in with their ‘big foreign weaponry’
(government sanctioned, or private) and completely fuck shit up but
in doing so bomb you and the locals, thus turning them into the new
and more powerful enemies.
Hmmm. Sounds like a completely
different game now.
Far
Cry 3
just needed to stick to its basic slave-trading template with one
insane villain who was growing more and more powerful.
Here’s another way of
getting around the “white guy saving the locals” colonialism
aspect of the game:
- Player is local guide that takes holiday foreigners on their trip,
- Player is kidnapped with the foreigners,
- Player is constantly being taunted by Vaas to become a pirate like him,
- Player is constantly asking themselves how important saving the foreigners are, opposed to the player-character’s local community who are also in danger of being kidnapped, or losing faith and going over to Vaas,
This would have then given
greater impact to the final choice of taking the life of the
foreigner at the end, especially if she was the first one you saved
and became a love interest who actually fought along side of you.
But then, in this version
there’s no mushroom tripping either, so that choice might not work
as well.
But it could.
Imagine if the syringes that
the player crafted became the trip sequences whenever they were
injected, and the game twisted everything around so it felt like you
were fighting your own people until the effect wore off. Some players
might enjoy that and do the syringes heaps, others would never use
them again, but the final mushroom trip you were given took you over
the edge forcing you to question everything and making that final
decision more potent.
As it was I just wanted to
throw my controller at the wall because the designer or writer had
dared to expect me to think a final choice was hard to make when
throughout the entire time I was completely invested in saving the
lives of my friends. Liza’s whining throughout did nothing to
change that.
Labels:
Critique,
Far Cry,
Fun,
Games,
Narrative,
Story-telling,
Video Games
Saturday, 7 February 2015
Monday, 19 January 2015
Draft Version
As I fall again into Depression,
This weight is something more than I can stand.
And again, Gravity will play the robber,
again and again and again.
The thief persuading me to fight against it
like I had a chance.
I’m sorry for the bruises
I inflicted upon you,
I never meant harm
only to have you with me.
Just in case.
Creases and folds of your pages,
Slight tears to the edges,
Shoved into my bag with my shoes
So I can walk the beach
an observational disaster,
Lucky for the reprints, Barber
Here I sit 7km out
to do some writing,
But I can barely hold this pen.
Dribbling across the page
38 on an infant stage
If the strength of my calves,
Could be transferred to these fingers,
If some kind of inspiration
Could ravish my brain
Instead of the sunken skin across my face
Pulling at my bones, dragging down my crown
Threatening to reveal the tears sidling under the balls of
my white eyes.
If there was another way, Marlowe
To survive the death,
And still be remembered
Would the pseudonym fit the words?
Or would they bleed another lie from the quill,
Like all half-truths when distilled?
Begging for more explanations
As though rational deductions
Could change the outcomes.
I was a summer squall
Crashing waves upon the shore,
Ignoring the heat of the beating sun
Exiting my return with a plumb
A life in verse
Remember the lines,
remember the lines,
Avoid the curse,
It was all for naught.
This weight is something more than I can stand.
And again, Gravity will play the robber,
again and again and again.
The thief persuading me to fight against it
like I had a chance.
I’m sorry for the bruises
I inflicted upon you,
I never meant harm
only to have you with me.
Just in case.
Creases and folds of your pages,
Slight tears to the edges,
Shoved into my bag with my shoes
So I can walk the beach
an observational disaster,
Lucky for the reprints, Barber
Here I sit 7km out
to do some writing,
But I can barely hold this pen.
Dribbling across the page
38 on an infant stage
If the strength of my calves,
Could be transferred to these fingers,
If some kind of inspiration
Could ravish my brain
Instead of the sunken skin across my face
Pulling at my bones, dragging down my crown
Threatening to reveal the tears sidling under the balls of
my white eyes.
If there was another way, Marlowe
To survive the death,
And still be remembered
Would the pseudonym fit the words?
Or would they bleed another lie from the quill,
Like all half-truths when distilled?
Begging for more explanations
As though rational deductions
Could change the outcomes.
I was a summer squall
Crashing waves upon the shore,
Ignoring the heat of the beating sun
Exiting my return with a plumb
A life in verse
Remember the lines,
remember the lines,
Avoid the curse,
It was all for naught.
- 18/01/15, Gisborne
Monday, 3 November 2014
Springtime Carnivore: Springtime Carnivore
60s
reverb is all over this album with an obvious nod towards everything
else that was good about early 60s pop – up tempo beats, bright
flowing harmonies, and lilting female vocals. While it could be
classed as sunshine pop, it resembles more closely the musical
styling of psychedelia but completely void of any drug infused
influences such as wah-wah or chorus pedals (unless they’re heavily
buried in the mix somewhere).
A
number of sixties female vocalists can be detected, but most
prominently Dusty Springfield might be the first that comes to mind.
On songs like ‘Collectors’ and ‘Name on a Matchbox’ singer
Greta Morgan never attempts to emulate these greats, but sings lines
like “I’ve got your name on a matchbox, I need your face in the
past” with her own relaxed but distinctive tones - with a
non-intrusive whistle whistling out the chorus hook, this third track
is easily one of the strongest songs on the record. ‘Sun Went
Black’ charges through the door with full force deserving to
challenge the popularity of anything by Lana Del Rey whose similar
fusion of retro pop with contemporary production catapulted her into
stardom. Springtime Carnivore is less reliant on studio tricks
though, opting for a far more organic sound and a stronger sense of
rhythm that would make anybody dance to the line “Living without
you is no life at all”. ‘Foxtrot Freak (Something in the
Atmosphere)’ signals a relaxed groove with the opening line “Smile,
smile, shuffle, the pompom parade, we all danced backwards when the
skies went all grey” taking us on a fun trip to the ‘Other Side
of the Boundary’ where things seem to get a bit more complicated
with strained emotions and suitably a drop out of instruments leaving
just an acoustic guitar on the right and a strumming electric on the
left supporting the vocalist up in the middle singing “Every time I
ever tried walking to the edge, my tired heart would compromise and I
would miss my chance. But I will run now. . .”
‘Keep
Confessing’ belts out “I already know your secrets” like vocalist Greta Morgan is serenading us with a late eighties rock
ballad by Heart, while ‘Last One to Know’’s kick drum and thin treble
vocals hint at nineties alternative pop in the vein of The Cardigan’s ‘Lovefool’.
The
album soars when it’s up-tempo and all instruments join in on what
feels like a celebration of all the reasons for making music, but
occasionally drags a little towards the end as the tempos move closer
to setting-sun moods. ‘Creature Feature’ tries to rectify that
but never soars as beautifully as the first three hit tracks, instead
the album opts for a gentle goodbye with the solo keyboards of ‘Low
Clouds’.
This
is an album I like for its fullness without ever feeling like there
is an over indulgence of nostalgia, though nostalgic it is – songs
bathe in the glory of the 60s but with a strong sense of moving
forward rather than backwards. Production is slightly below the more
mainstream quality of Lana Del Rey, but still throws a punch when
turned up. A strong début with catchy songs, appealing vocals, and
an excellent sense of self.
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