(This
article is a Stream of Consciousness, which means that I took a topic,
formulated a thought or three and just wrote out whatever came to my mind –
which means that you can expect a fair share of typos, syntax errors and
logical errors in the entire thing – I’m not a spontaneously bright person
after all.)
The nature of the beast and other randomised
contemplations.
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SupergiantGames' two games: Bastion and Transistor are examples of story+gameplay done right. |
I
love games. I love games enough that I wouldn’t make a saucy ‘I’d marry it if
it was a person’ remark because it’s fucking stupid. But the point being is
that I love games.
But,
what is gaming? I’d suppose that is a question that is easily answered using a
single line, but I’m going to beat around the bush, sashaying with words till
it forms an attractive splat that can be sold as contemporary art.
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Brothers - A Tale of Two Sons is a good, if 'biased' example of how you can tell a story with no dialogue, through gameplay alone. |
I
don’t think it’s fair or accurate to directly compare games to media like
movies, series and so on, since doing so ignores the participatory and
skill-based elements of gaming. So if I were to describe gaming in a nutshell
I’d describe it as a combination of artistic media, such as movies, and sports.
Why
sports? Because I feel getting sports into the description of video games helps
explain a lot of things and ‘justify’ a number of the problems going on in the
industry.
Firstly,
the sports part helps emphasize the participatory and skill-based elements I
was talking about before. Gaming goes beyond the seeing, listening and taking
in of other mediums, and has you actually take part in it, doing things and
making decisions. Like a sport, each game has its own rules, demands specific
skills from you and many games are perfectly willing to knock you down and
continue doing so till you up your skills and become good enough for it; much
like a sport, where you won’t be able to get far if your skills remain static,
where you function within rules and so on.
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Admittedly, I wrote this before playing The Stanley Parable. |
Yes,
there are now many games that function differently, taking the form of an
interactive story, where the challenges and mechanics are restricted to
simplistic and minimal structures. ‘Are these real games?’ is a question that
berates my mind ever so often, and if you asked me a few years ago when I was
younger and more elitist I would have answered with a resound ‘NEIN’ and gone
on a spurious rant about how they aren’t really games because they don’t have a
great deal of gameplay.
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And it makes some very scathing observations regarding gameplay, story and player interaction. |
Which
leads me to the question of: what is ‘gameplay’? Well, first things first, it
isn’t a real word. Then, second things second, it’s a word that is often put to
debate on some platforms, since some take it as a derogatory term to
simplistically describe a video game. Me? I’m fine with the word personally; as
I said, games are inherently very different beasts when compared to other
mediums since they are the only form of media to behold such intrinsic variety
in style, mechanics, functionality, purpose, nature and so on and so forth. So
I think ‘gameplay’ is a fair term to describe how a game plays, and makes for
easier segmentation of a game’s parts. You have presentation, storytelling,
mechanics and gameplay, with the last two overlapping enough to be one
amorphous whole.
But,
but, but… if I were to enter a cyclical pattern yet once again… what if I said
that there is a problem in the fact that there is this segmentation. Movies,
series and so on don’t have their elements segmented, they are always presented
as a cohesive whole; I’m not asking games to be more like them, good heavens
no, but I do want to raise the question as to why games are a bit stuck in a
rut with keeping this segmentation going. Yes, the beacon of light is present
in many games that whole-heartedly breach the segmentation we are so used to
and make games as wholes, where gameplay, storytelling and presentation go
hand-in-hand like a bunch of clingy jaywalkers.
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Dark Souls 2 is unfortunately much weaker than its predecessor. |
Dark
Souls, oh my eternal muse, is a rather strong example of this, though not an
externally potent example as it is something more subtle and marketed in a way
that doesn’t make it so. A masochist’s wet dream is not the ideal way to sell a
Souls game, something Fromsoftware seems to overlook every now and then,
because what truly makes them great is the fact that their story is incredibly
shallow… till you realise that you are standing on a thin casing that veiled
the abyssal depths below which then draws you into it once you notice it and
then refuses to let you go as you become more and more enthralled by these
incredible depths that slowly snuff out everything else from your mind as you
start weeping for a dog and his master- wait, where was I? Ah yes, Dark Souls
manages to marry these segments so that they form one cohesive whole – not that
I’m saying marriages tend to do that or anything.
You
see, a lot of games that segment their parts tends to have their segments
running on different tracks. Usually, the two tracks of ‘gameplay’ and ‘story
etc.’, with the story part of it not being a game’s story, but a story, like a
story that is trying to be a movie or something. While this isn’t inherently a
‘sin’ or something of the sort, I think it is representative of the nature of
the market these days; this desire to be ‘cinematic’, to be ‘epic’, to ‘rival a
movie’- to which my question is: “Why the fuck is a game trying to rival a
movie?”
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Story on one end. |
Let
me sit you down and get one thing straight: a game excels when it is being a
GAME, not when it is trying to be a movie. I think the currently laughable
upcoming Order 18somethingsomething hit all these notes rather gratingly,
starting with the developer trying to justify the 30 fps (frames per second) by
saying that they are going for a ‘cinematic look’. What the fuck? Last I heard
is that it’s a game, not a movie – which is something I would say as a retort
except for the fact that the E3 ‘gameplay’ demo shown was one of the most
scripted things I’ve ever seen, to the extent that I felt my response to it was
scripted. Yes, I’m ranting about something that is nowhere near release (and
thus true judgement is reserved) but remember that sports analogy I tried to
build before. Well, say you’re playing football, would you rather play in boots
or in studs? Which is an overly obvious analogy for 30 fps versus 60 fps, but I
think I made my point.
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Gameplay on another. |
Bastion
is another game that combined its segments well, and despite my cynicism there
are a decent number of games that have tried to bridge the segments and done
decent jobs doing so. The Elder Scrolls games are all fine examples of games
that are games, Valve’s games (with Half-Life and Portal being most prominent)
do it masterfully as well. Though a counter-argument is that there are some
genres that don’t allow for that ‘involved’ un-segmented nature, with Strategy
games and JRPGs being the first to bounce into mind… but they can still be
done.
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Bioshock Infinite has been heralded as a fine specimen of video game storytelling... |
Of
course, I’m not saying that I detest games that are guilty of this ‘sin’. I
like a fair number of JRPGs and enjoy my fair share of scripted action-fests,
but even then what irks me is what could have been. Metal Gear Rising was like
a bit of a teaser-taste of how action games don’t have to break into cutscenes
all the time and can have some of the ridiculous things happen in-game, yes it
used some basic Quick Time Events but it rarely broke the game out of gameplay
to be cinematic. Yes, it still suffers from heavy dosages of scripting, but it is
a step in the right direction.
Of course, Scripting and Videogames is
another topic for another randomised sequence of thoughts put to ink (or, well,
digital words and stuff).
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... but it really isn't, unlike the original Bioshock, which had a twist that put a very interesting twist on liner progression. |
The
sports comparison also helps for some meta understanding of video games and
societal standing. I love video games, I’d love for them to be big and so on
and so forth, but I can’t deny the fact that the industry is incredibly
male-centric (this is ‘real’ games I’m talking about, not cow pushers and candy
crushers nonsense – those are time sinks, not games) and I feel that I could
ask you, which gender is the sports industry centred around? Yes, progress has
been made and there are plenty of female sports celebrities in the fore-front,
but my question again boils down to: which of the two genders is, in school and
earlier, is propagated into sports, into competition and so on? The ultimate
truth is that sports is still very much male-centric – I could lean out of my
window and see nothing but men playing sports advertising many things about
sports or about other things. That is the nature of the beast; and much like
how sports is trying to level things out, games are doing the same. Though I
don’t feel it is necessary to single out EVERY game for discussion about
perfect gender and ethical representation since that is an exercise in
futility.
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Not all games are obligated to blending and mixing elements finely. |
Ultimately,
what should the priority of a game be? Well, I like to define gaming as both an
‘artistic science’ and a ‘scientific art’, so my hierarchy is that a game
should focus on being a very functional and fluid game first, everything else
second – with the ideal state being that the mechanical and artistic sides be
merged into one luscious package. So, basically, a game has to be a great game
not a great movie or a great story first.
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