Let’s get metaphysical about games.
When
I say that I am not a metaphysical person I mean that I do not believe in some
greater power in the sky that throws down sunbeams and lightning at us, or
occasionally pisses upon us, but I do rather enjoy believing in some immaterial
things – no, I do not believe that the spirits of the dead still inhabit this
world, even if they do I rather doubt someone will have more power dead than
they did alive since I don’t think ‘spontaneous telekinesis’ is something you
attain when you’re worm chowder or ashes or whatever – but I enjoy believing in
there being a metaphysical layer to things and experiences, that indeed there
is a subconscious lurking within every human and that our physical and social
manifestations are but our persona to deal with the world while we have shadows
that hide our own deepest, darkest and strangest desires from us, like a fetish
for women in suits, and I do enjoy believing that our enjoyment of media goes
beyond merely experiencing it.
Have
you ever wondered why some works (be it books, series, movies or games – this
article is going to be game focused like most of this blog) just ‘stick’ with
you? Why, even though you might come across other things that are objectively
better in some respects, some works just seem to have that mysterious and
enigmatic ‘something special’ about them, which causes them to shine like a
beacon of brilliance across the oceans of other works that just seem to fade
into normalcy, and thus you hold them dearer than others? It’s a feeling that
is often truly subjective by nature, and is often the basis upon which
nostalgia is established – the feeling of returning to a unique feeling, a feel
that that work seems to hold for itself, a feel that envelopes you while you
experience it and leaves its aftertaste for you to remember, an aftertaste that
might often be the catalyst for return and the catalyst for memorability.
I
have already established how atrocious I am at naming things, so I call this
the ‘Feel’ of a work – this strange unique sensation that lingers on and indeed
you might even call ‘the soul’ of a work. Though I am not going to call it ‘the
soul’ because then I’d find myself hard-pressed to resume this in all
seriousness since I find the theory of ‘a soul’ to be a rather redundant
construct used to satiate those who wish to procrastinate in daily life for
dear hopes that there is another life that is going to pop out of them and
meander on for eternity – since I believe human beings and electronics are the
same, once you’re done you’re done and the noble thing to do with what remains
is to let the parts and pieces be repurposed for other constructs.
I need a better scanner. |
Now
before I dive feet-first into rambling on in relation to games, I suppose I
will take a moment to talk about how this ‘feel’ is present in various mediums.
Books are perhaps both the easiest and toughest medium within which to
establish a ‘feel’, since (reminder: by books I refer to novels here) they are
restricted solely to the written word, which creates a paradox wherein the
establishment of this ‘feel’ is also up to the reader her/himself and the depth
with which one reads; the atmosphere, charm and uniqueness are all left to the
writer alone. There is a reason why great writers are revered while pop writers
fade with time, there is a reason why Tolkien and Wodehouse are revered while
folks like Dan Brown and Reilly will fade with time; the latters’ works might
be enjoyable but they are not going to be immortalised.
I need to learn to draw. |
TV
series are the biggest mixed bag since they often consist of steaming piles of
cash grabs, though there is a reason why some series are remembered far more
fondly and often punctuate ‘top lists’ and other such listicles. Good writing
is the first step, though it is unfortunately not the only step – the anime
series ‘Phantom – Requiem for the Phantom’ will attest to this – because moving
from pure written word to audio-visual introduces far more concrete foundations
upon which to build the ‘feel’. On the sitcom front (ugh), I will always hold
Frasier and Seinfeld higher than nonsense such Big Bang Theory, and the writers
behind FRIENDS and Friends Redux (a.k.a. How I Met Your Mother) had a decent
idea of the ‘feel’ that went into their series, which is why those two are far
more memorable than most lifeless ‘comedies’ that fill the sitcom trough. On
the serious series front we’ve been provided with a wealth of rather good
series such as Breaking Bad (which I admittedly haven’t watched), Game of
Thrones and so on, and time will tell which series will live on, Breaking Bad
already wins points in my book for doing something all great stories must do –
end when it is time to end, and I suppose Game of Thrones will always be there
for those who can’t be assed to read through books. On the anime front there’s
a solid reason why Cowboy Bebop is held so highly by many, the blend of music,
zany rusty sci-fi, charm and interesting stories. And I have my reasons for
holding Fullmetal Alchemist, Le Chevalier D’eon, Mushishi and Baccano! so
dearly. I’ve haughtily rambled on far too long here.
The
case is largely the same for movies with regards to the dimensions that
establish this ‘feel’. Once again there are reasons why the works of some
directors (Tarantino comes to mind immediately) and some works are beloved,
there’s a reason why the Lord of the Rings adaptation is regarded so highly and
why many well written works might sadly fade away.
However,
the meat of this article lies within the discussion of this ‘feel’ with regards
to games and that is the direction in which we now tread.
Now,
how does the ‘feel’ manifest itself for a game, long after you finish and even
as you play it (in the case of lengthy or never ending games)? It manifests on
three fronts: Replayability, Memorability and Impact. Replayability is your
‘desire to return’ – be it for greater challenges, alternate play styles or to
just re-experience the whole thing. Memorability is less about how much you
remember and more about how you might begin to associate things to the game in
question, or how it ‘haunts’ you after you played it (Replayability and
Memorability might not go hand-in-hand on that front). Impact refers to the
universal value of the game, an analysis of both objective and subjective value
alongside the legacy it has or might have.
Perhaps
the logical course of taking this further is to talk about games being a Sum of
their Parts. Yes, all mediums are the sum of their parts, but games do take it
further by having another layer to themselves due to them being interactive and
what not. So, what are the parts of this sum we are talking about?
This was meant to be far more complex, but I got lazy. |
So,
as hopefully clearly illustrated above, the ‘feel’ is heavily attributed to two
fronts: the Atmosphere and the Game, with the former comprised of the Aesthetic,
Sound and Story, and the latter comprised of the Controls, the UI, the Flaws
and the Gameplay, and a separate ‘wildcard’ element being the game’s
Uniqueness.
There’s
varying degrees of aesthetic strength/nature too, from games with very distinct
radical art styles, to the extent of the game’s entire aesthetic being the art
style (e.g. Bastion, Transistor, Baldur’s Gate) to games that have some great
art design which helps them hold against the ravages of time (e.g. Half-Life 2,
Dark Souls, Bioshock, FallOut).
Bastion: featuring great music and an incredible narrator. |
Story:
this refers to… the story. But, as with videogames,
there’s an extra layer to it owing to the added layer of interactivity. A great
story is great, but even a great story needs those added bits to make it a
great story. Some games leave many parts of the plot to the player, from
letting the player explore and interpret things as he/she pleases (Dark Souls)
to letting the player decide how far they wish to tread into it (most CRPGs) or
having some interesting choices and paths to take the plot and the characters
(Deus Ex, Mass Effect). And then there’s the all-important elements of charm,
that delicious outer-crust to round-off the story and the characters, charm
that makes you feel involved your first time through and might incite you into
going through again (Half-Life 2).
Dishonored channels some Thief but manages to be its own thing. |
UI: this is a bit of an odd element, since the main purpose of it is to
be fluid and functional, a very stylish UI that is clunky and obtrusive might
be nice to look at it but it isn’t doing its job *cough* Skyrim *cough*. But,
one that combines the two really, really adds to the game – be it by giving the
game a signature look and feel, and adding to the above element. Of course,
this can vary a wild amount as it depends on the complexity of the game, since
a simpler game has a much simpler time combining style with functionality
(Half-Life 2) while games with more elements tend to get a bit… complicated.
Flaws:
and this is something wholly subjective and suspect
to personal attachment, but is also a general source of criticism for the game.
But flaws can, crazily enough, add to it in some strange ways. The most
prominent example that pops into my mind is Baldur’s Gate and other such CRPGs
that use the old DnD rulesets – which are incredibly flawed and silly in
several aspects but bear this hyper-distinct charm which helps add to the
immersion and depth. Similarly, there are games with wonky/aged AI that can be
exploited in amusing ways or danced around (Deus Ex) and so on. This is a
source of both charm and, often, frustration.
Divinity: Original Sin... soooo good. |
Gameplay:
oh yes, the most important part of a game… thought
I’d forgotten about this didn’t you, you little mouse. Is the game enjoyable to
play? Does the game play well? Is there enough to keep you motivated to get
through it? Are the mechanics competent? Gameplay is the most important part,
but it also isn’t everything. It doesn’t matter if modern military shooters
control competently or handle well, they probably don’t have anything
interesting going on and don’t have much to distinguish them from their twin brethren.
It’s not the be all end all, but it is important since you do play a game, ergo
gameplay is an important part of a game – logic!
Supreme Commander is delicious. |
Uniqueness:
The beautiful wildcard entry, which can often have
enough power to override weaknesses in other elements. Does the game do
something not done before? Does the game feature some unique elements in some
aspect? Does the game have some unique elements/ideas? Great ideas can override
many flaws, can often make a cripplingly flawed game worth playing (Evil Twin)
and even forgive derivative elements.
Now then, to do something utterly
subjective that is going to heavy in the bias department: talking about the
above in relation to some of my beloved games.
Deus
Ex
Augmented. |
‘When
someone mentions Deus Ex, someone reinstalls it’. Never before has such a
statement been so utterly true, and for good reason. The wary word of bias I
must state is the fact that Deus Ex is my favourite game of all time, so expect
things to be more puppies and rainbow than ash and grit as I speak… or write,
or type or whatever.
Deus
Ex has aged poorly in several departments – visuals, shooting and voice-acting.
The game wasn’t great looking for its time, with clunky animations and
generally looking… not that great. But it fully immerses itself, and you, in
its cyberpunk atmosphere with an emphasis on blue and nano-augmentations and
shades. The Bladerunner influence is rather apparent in the fact that the game
seems to take place exclusively at night. Then there’s Brandon’s music, which
is a bit of an odd sort since it has that unique ‘retro-PC’ flavour to it
(which might have to do with the fact that Brandon has composed for many other
old PC titles, such as Unreal), but helps bring the game to life – from the
atmospheric tunes that accompany you as you explore Hong Kong or Paris, to the
almost arcadey tunes when you enter combat, very catchy stuff.
Honestly,
I don’t intend to talk (write (type)) so much for each game, so I’ll cut the
cutlet short. The plot is, arguably, the main draw of the game – one heavy in
conspiracy theories and twists and turns and one which you take as you want.
And that combines well with the game’s focus on choices, from story choices
(many heavy choices to make, but nothing radical (as is the case with most
games, honestly)) to the myriad of gameplay choices – stealth versus
confrontation, lethal versus non-lethal – which is further amplified by the
fact that the game is an RPG with FPS mechanics and not the other way around.
Then
there’s the delicious cyberpunk-ness to the UI, with its beautiful sounds and
transparent styling, which can be tweaked around to be various colours – though
I like to keep it blue in order to keep it in line with the game’s colour
motif.
And
I feel this is where I should talk about Deus Ex: Human Revolution, the prequel
(released in 2011), and the fact that my favourite part of the game is how it
managed to have its own identity or ‘feel’ which contrasted the original’s
rather nicely, with its Black & Gold colour motif that, despite its sleek
and futuristic aesthetic, manages to feel ‘old’ in comparison to the original
(which takes place a few decades after Human Revolution).
Dark
Souls
Ah,
Dark Souls. How I have already spoken praise of thee, and have criticised thine
inferior successor. But I hath promised to not speak in length about each game
from here on.
Grossly incandescent. |
But
where to start for even a short write-up? There’s the plot, that doesn’t tell
you much, which leaves many opening for you to fill with your interpretations,
crafted together from bits and pieces you learn from the characters, item
descriptions and your observations of the world. Then there’s how the plot is
(as strange as this might sound) beautifully depressing, not the
sob-story-in-your-face that many ‘dark’ and ‘serious’ things tend to be but
portrays its nihilistic world with a sense of grace and majesty.
Then
there’s the gameplay, punishing and charged with a sense of caution and danger
– the kind that keeps you on your toes even during your 7th time through
since you’re well aware of how everything can kill you rather decisively. And
Dark Souls channels the wildcard of uniqueness rather proudly, since it
permeates every element of the game – the gameplay, the plot, the characters,
the setting and so on. Then there’s the music, or lack thereof, that makes the
bits with music, be it ambient or accompanying a boss, prominent. Then there’s
the delicious sound design, the metallic clinking that accompanies your
character when she/he clinks around in heavy armour, the satisfying crunch that
accompanies backstabs or ripostes, the haunting tone that plays when you die
(which is rather often) or the echoes of the menu screen.
YOU DIED
Quite
the classic this one is, and for good reason (boy, I’m saying that a lot) and
one I’ve written about rather recently. The atmosphere is what truly makes this
game and I’ll be bold enough to say that without it the game wouldn’t be so
fondly remembered, thus making it a strong example of a game that is good on its
own but it’s the aesthetic that truly makes it lovely.
Half-Life
2
Yes,
the ‘Let’s Breakdown’ series is in limbo currently and I am not sure if it will
claw its way back… they are easy to write so there’s that *wink*. I write
Half-Life 2 here because I consider it to be far superior to its predecessor,
so much so that it is a shining example of a near perfect sequel. By all means
and by all means of superficial judgements, Half-Life 2 is a rather
straightforward ‘generic’ shooter – but there’s many things that make it
anything but ‘generic’ (though it certainly is straightforward and honest),
starting with the great game design and a pretty good (I’d say great, but we
haven’t exactly got any kind of closure due to the fact that Half-Life 3 is
pretty much in limbo) plot. The game is absolutely dripping, nay, over-flowing
with atmosphere and charm – and then there’s the UI and its sounds, which are
now legendary among PC games alongside the minimalist sound design.
Half-Life 2 enjoys tinkering around with its atmosphere a fair bit between chapters. |
Baldur’s
Gate
This
is a little different since it isn’t entirely exclusive to Baldur’s Gate, but
to all Infinity Engine CRPGs, but I consider Baldur’s Gate to the best of the
lot… so there’s that. The game has a lot of charm, from the aesthetic, the DnD
gameplay and the beautiful, beautiful UI with its lovely, lovely clicks and
scroll-centric appearance. Then there’s the memorable plot, wholesome charm and
the characters (most notably in the second game, with far more fleshed-out
characters).
Roll d20 for Feel Rating. |
Dota
2
Yes,
thought I’d bring this in to showcase how the ‘feel’ is not restricted to
singleplayer games but can be found in some competitive multiplayer games
(‘competitive’ being the key word, since co-op games and MMOs have a lot more
leeway with crafting their ‘feel’). Dota 2 is my competitive game of choice,
and what I consider to be the best competitive game around right now, and it’s
also so well-crafted in every aspect. Valve didn’t need to put so much into the
game, but they did and the result is the fact that the game is dripping with
character – each hero is a fully-fleshed out character, with numerous responses
for anything that can happen as well as many inter-hero nemesis relationships.
Then there’s the aesthetic, from the dynamic soundtrack to the unique visual
style, with hero designs that are partially ‘remastered’ versions of their
WarCraft 3 Dota counterparts.
MMmmmm... tech trees. |
Sins
of a Solar Empire
A
complex game that crafts a UI that is a (near) perfect balance of functionality
and aesthetic is rather rare, though Sins of a Solar Empire has to tilt towards
the functional side owing to its complex and ‘filled with things’ nature. It
shares the faction-specific aesthetic/tone feature with games like StarCraft
(another game with a fair bit of ‘feel’, but one I haven’t played a wholesome
deal… and StarCraft 2’s story hasn’t pleased me a great deal), and it’s oddly
atmospheric owing to the clear and simple visuals (owing to the fact that it
takes place in space) and music.
Unreal
The
atmospheric classic, that enjoys tinkering around with its atmosphere and
shakes things up. It starts quietly as you enter an alien world, picks up as
you are ambushed in the mines, slows down a bit as you explore a castle and
keep progressing further. Then there’s the sound, with Brandon’s music and
delicious effects.
Shovel
Knight
What
makes Shovel Knight better than so many other 8bit reminiscence platformers?
The fact that it perfectly captures the spirit of series like Megaman and
Castlevania while having its own identity and slice of charm. A loving homage
to older days that mercilessly cuts out the old parts that need not be around
anymore, perfectly capturing the divine parts and crafting its own ‘feel’.
Donkey
Kong Country 2
Everything.
Just everything.
The Elder Scrolls games are flawed, but each has its own atmosphere. |
But what about the things that harm or hold
back a game from reaching or truly capturing its ‘feel’? Well…
That
which holds back… there are three core parts that can potentially hold
back a game, they are the Flaws, the Elements and Taste.
Flaws refer to well… flaws. Chinks in
the game’s armour that generally work against it directly. There are several
common flaws that commonly (redundancy, oh redundancy) hold games back:
Mundane/Generic: nothing turns me off from a game (or anything for that matter)
more than when something is mundane, plain or just… meh. The modern military
shooters I have spoken so much about are beautiful shining examples of this.
Been
there, done that: in the same vein as the above
flaw, when something plays or feels like something else, such that the ‘feel’
it has is more of a flawed carbon copy of another. If it feels like something
else, it needs to either have some darn strong redeeming features on other
fronts to be worth it.
Arbitrary
Components: Does this game really need pointless
platforming? Why does a devil hunter have to have carefully timed jumps
interrupt the action? Parts of a game that don’t fit in and just deter from the
meat of it. Obviously, the main example I’m referring to is the Devil May Cry
series and the little bits of pointless platforming that interrupts the
delicious action.
Dullness:
‘I am playing this game but I do not feel motivated
to continue on… it’s all so dull.’ Ever had this thought? Then you’ve played a
game that, often unfortunately, suffers from inherent dullness often due to the
elements present within it. The strongest example I can think of, despite it
not being a bad game, is FarCry 3.
Mollycoddling:
Do you want to play through a game or do you want
to be directed through a game? We’re all well aware of how many games hold your
hand and never ever let it go, often telling you what to do, when to do it and
how to do it. Too many examples.
Undying - a flawed but underappreciated gem. |
Elements are various parts (you can call
them mechanics or features under different circumstances) of a game that might
be an integral part of the game, but can often end up working against it. These
can be:
Quick-Time-Events:
I FUCKING hate QTEs when failing them can cause
severe losses or results in a game over. QTEs that add a bit of flavour to
fights are acceptable, annoying, but acceptable, but games with QTEs sprinkled
throughout tend to turn me off so darn bad. Even though TellTaleGames’ games
are fairly replayable, I don’t think I’ll ever end up going through any of them
again because I just don’t want to deal with so many QTEs again. God of War is
a good example of a good game that I never wish to replay because of the sheer
number of QTEs all over it. PRESS X TO READ FURTHER.
Gimmicky
Obstructions: Gimmicks can be nice and often are an
integral part of simple genres (FPS, Platformer) that need a great deal of
variation to remain fresh, but unnecessary gimmicks can just slosh the pacing
of the entire game.
Padding:
Hail Hero, to see the Holy Lord you must kill the
seven Demon Generals. But to defeat the first Demon General you must first kill
his three Dragon Lords, each of which has Five Imp Knights you must first
defeat. When a game fills itself with tasks, quests and side-activities for the
purpose of just giving more meat to the game, add hours to its length to the
extent that you might end up doing sequences of dull activities and thus tiring
of the whole affair. Darksiders 2 is a strong example, as a good game that pads
itself to the extent that Death feels like less of a Horseman and more of an
errand boy.
Cutscenes:
Yeah, cutscenes are used to tell a story and they
certainly can be compelling but they can just be so… tiring. Since most games
still attempt to tell a story like a movie, will flashy long cutscenes with
high productions values and so on; you can expect most games to start with
long-winded cutscenes and try to slowly ease you in with exposition and what
not. And that can be just painful. JRPGs are a pretty definitive example of
this.
Fanservice-Disservice:
Fanservice is lazy, 90% of the time it is a very
lazy tactic to increase the attractiveness of something… such as strange guest
characters or blatant references to other works. Then there’s sexual
fanservice, the usage of bland titillation that is ridiculously injurious to a
work (female fantasy armour comes thundering to mind). Dark Souls 2 is a pretty
nifty example as one that makes far too many blatant references to its superior
predecessor.
Taste is a highly subjective part of a
work, which makes it quite the volatile part when it comes to how an individual
might see it. This is the essential subjective element, because I clearly
haven’t been subjective thus far.
Not to my taste. |
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