I’ve been playing the game Metro 2033 lately.  (I saw they were playing it on Spoiler Warning, and I realized I should finish it myself before I watched the series.) It’s an interesting game, and appropriate for the Halloween season, when I always try to play as many horror games as possible.

The game is based on a book, which is fairly unusual in itself.  I have not read it yet, but I want to. The post-apocalyptic wasteland setting is pretty played out, in my opinion, but this game does about as good a job as it can making it interesting.  I suspect that the book would be more frightening than the game, though; since most of its scares are of the monster-jumping-out-at-you variety. I wish the game gave you more of a chance to savor the spooky atmosphere of the haunted underground tunnels.

The other problem is that the game uses a checkpoint save system.  This means it’s very easy to accidentally be running blindly through a tunnel, with no gear and no weapons and bumble into a save point from which you cannot hope to escape in your condition, at which point you’ll have to go back and start the whole level over again.

This would be annoying in any game, but it’s dreadful in a horror game.  Nothing kills horror like having to do it over and over again.  I’m assuming the book won’t make you go back and re-read it if you read one section wrong.

That is the problem with horror games. (Well, one of them.)  Ultimately, games are about the player (protagonist) succeeding, whereas the horror genre is about engendering fear and often even a sense of hopelessness. The two goals are at odds.  You have to be very confident to make a game that doesn’t let the player somehow “win”.

Still, it’s a decent game.  It has intrigued me enough that I want to read the book, at least.

Against my better judgment, I’m in a fantasy football league again this season.  my team is much stronger this year since I decided to abandon my “contrarian” strategy of last year and go the more conservative route of doing what the fantasy experts recommend.

Even so, it’s scary to me how addictive it is.  I never understood how anyone could be addicted to gambling, but I’m starting to see.  You get a thrill when some random player you picked off of waivers does well, and are frustrated when you 1st round pick under-performs.  But it’s not like there’s anything you can do about it.

I suppose it’s more like stock picking than  gambling per se.  There’s some element of skill to stock picking; you have to have a decent grasp of business and the economy to be able to have sustained success.  But after that, both stocks and fantasy football are all about 90% luck.  And when you consider that everybody in my league is reasonably knowledgeable about football, that’s practically the equivalent of it being 100% luck.

Case in point: everyone knew Peyton Manning would, barring injury, be good this year.  He’s been good basically every year of his career.  But it’s not like it was unreasonable to think, back in August, that Aaron Rodgers might be better.  No one could have expected this record-shattering pace from Manning.

It’s an amusing little diversion, don’t get me wrong.  It can make watching the games more interesting.  But from the perspective of a video gamer, who has heard that his pastime is “unproductive” and “a waste of time”, I can at least say that with video games, you can influence the outcome–that seems like it’s a bit more worthwhile then spending time trying to win a competition you have no control over.

P.M. Prescott’s comment on this post reminded me about the concept of “fractal” structure for a piece of literature.  I was about to write a post about it, but then I remembered–as with the vampires a few weeks ago–that I’d already done so, two years ago, almost to the day.

He’s right that there’s a limit to how much complexity you can give a character before people will get bored of hearing about it.  That’s why the best character development is done through “showing, not telling”, as the old adage says, and having their complexity displayed through the plot-driving actions they take. And maybe best of all is having characters who are ambiguous–that way, the audience will start to make up their own explanations for their motivations–provided you give them enough material to work with.

It’s also true that you don’t need complex characters to have a good story.  The characters in Animal Farm, for example, are largely just allegorical caricatures of political figures and parties from the first half of the 20th century.  But it’s still a great book.

I guess the real key, whether your characters are nuanced and complex, or simply cut-outs who represent something else, is to make sure it all works together as part of the story you are telling. The characters and incidents need to somehow reflect or represent the larger story.

For example, one of the major of themes of the book Of Mice and Men is loneliness.  To quote the Wikipedia article:

Candy is lonely after his dog is gone. Curley’s wife is lonely because her husband is not the friend she hoped for —- she deals with her loneliness by flirting with the men on the ranch…  The companionship of George and Lennie is the result of loneliness. Crooks states the theme candidly as “A guy goes nuts if he ain’t got anybody. Don’t make any difference who the guy is, long’s he’s with you.”

Each of the characters and their major issues are somehow related to that theme. That’s what makes it a theme.

Another example of what I’m talking about–not so much with characters, but rather concerning the idea that the individual pieces reflect the whole, is in the Sherlock Holmes stories.  Many of them start out with Holmes and Watson talking about some minor curiosity.  Holmes then explains it to Watson by using his deductive powers, and shows how he was able to figure out what Watson (and everyone else) would miss.

Then the actual plot of the story, the central mystery, is introduced. It will be resolved in exactly the same way; with Holmes making deductions to solve the case.  This is called “foreshadowing”, but it’s just a matter of the micro-elements of the story resembling the macro-elements.

Needless to say, as P.M. noted, this is all really, really hard to write.

Thingy pointed out something I haven’t really addressed in my posts about John Steinbeck: that his preponderance of flat, unlikable and (in the case of Cathy from East of Eden) downright evil  female characters may not have been simply a reflection of animosity towards women on his part, but symptomatic of the era in which he wrote.

Maybe so.  As I said in my comment on Thingy’s blog, I can think of some female characters from other periods who were better than Steinbeck’s, but still, her point is a good one: maybe that was just how things were back then,

I’m glad this came up, because I’d been planning to do a post about this article in The New Statesman by Sophia McDougall. The point of the article is basically that “Strong Female Characters” can be almost as bad as “Weak Female Characters”, in the sense that both imply a dearth of character development.  They are equally simplistic and flat as characters.

I don’t like to list “favorite” fictional characters, because you can get to comparing apples to oranges very quickly.  Nevertheless, if you forced me to choose, I would say my favorite female character in all fiction is (you guessed it) Kreia from Knights of the Old Republic II.  In fact, she’s probably my favorite fictional character, regardless of genderAnd the reason is because she’s complicated.

None of Steinbeck’s female characters are that. They are all very one-dimensional.  Now, as Thingy said, some of his male characters are pretty much cut-outs as well, but I can’t think of any female of Steinbeck’s who is as interesting as Mac from In Dubious Battle.

But back to Thingy’s point: was that just Steinbeck’s attitude, or was it the spirit of the time? I think probably both, but I also think it’s significant that I couldn’t think of any ’30s-era female characters in books written by males that I’d consider good examples.  Perhaps you, dear reader, can think of some?

Warren Spector wrote a great post the other week asking about how video games can contribute to discussions of serious issues.  As an example of what he was talking about, he cited the issue of “smart weapons”, especially military drones  His larger point was about the ways in which games could be used to address such issues.

It so happens that I have for some time now been thinking about doing a post about a similar issue and its treatment in video games.  Specifically, the issue of “transhumanism“, and how it is explored in two major video game series: Deus Ex and Mass Effect.

Deus Ex is appropriate to start with, since the first game in the series was created by Mr. Spector himself.  It dealt with the ethical and philosophical questions raised by Artificial Intelligences and “upgrades” to human beings, and Deus Ex: Human Revolution continues and builds upon that idea.

The theme of DX:HR is how humanity reacts to the development of augmentations that grant superhuman abilities.  There are people like David Sarif who are all for it, and people like William Taggart who oppose it.  More than just that, though; as Jensen wanders the streets of Detroit and Hengsha, all the unnamed townspeople give their opinions on the augmentations, and their reactions to Jensen, be they admiring or horrified.

Both Human Revolution and the original Deus Ex make reference to the myth of Icarus and Daedalus, evoking the concept of people being unable to control the technology that they have created.  At the end of Deus Ex,  J.C. Denton has the choice to merge with an Artificial Intelligence, and become a god-like super-intelligence that rules the world.

In fact, I might say that Deus Ex explores the concept of transhumanism on a macro scale, and Human Revolution explores it on a micro one.  Deus Ex deals with the consequences for the world at large of sophisticated A.I.s, and whether or not the players believes that the world can be left at the mercy of such things.  In this way, it perfectly satisfies what its creator alludes to in his post: it gives the players the choice, and lets them ponder the question: is it better to be governed by an omnipotent machine-god, or to plunge the world into another Dark Age?

If you are familiar with the writings of Ray Kurzweil, the Helios ending of Deus Ex is basically Kurzweil’s idea of the Singularity adapted for dramatic purposes.  You might argue that this is an unfair choice, but it dramatizes the idea that certain technologies, once created, lead inexorably on a certain path.

Human Revolution is a more personal story, with fewer far-reaching decisions.  (Presumably because, as a prequel, it had to arrive at a point from which Deus Ex could begin.)  It focuses more on what augmentations do to a person’s mind.  Jensen famously says “I never asked for this”, and the game shows his initial disgust at his mechanical augmentations.  One neat thing is how the game–deliberately, I think–puts its story somewhat at odds with its mechanics.  You will hear a lot of talk about how evil augmentations are, but at the same time, you’ll want to get more augs each time you gain Praxis points!

These themes are highly relevant to the controversial ending of the Mass Effect trilogy, as well.  I’ve discussed why these endings are extremely weak dramatically elsewhere on this blog, but here I will argue that the themes underlying the clumsily-written ending are actually better than is widely acknowledged.

When the Catalyst tells Shepard that “the created will always rebel against their creators”, it is echoing a theme that was introduced in Mass Effect 2, with the repeated motif of children rebelling against their parents, which I touched on here.  You could even argue that Shepard embodies this theme, since he rebels against Cerberus, who in a sense “created” him when they revivified him in Mass Effect 2.

This theme is closely related to the organics vs. synthetics conflict that the Catalyst alludes to.  The two ideas are united by the Geth/Quarian conflict, which can be resolved in a way that undercuts the Catalyst’s own argument.  However, I will say this that the Catalyst’s logic isn’t as dreadful as people say; it’s just poorly explained.

The justification for the Reaper cycle is that Reapers must wipe out advanced organic life before it creates synthetic life that wipes out all organic life.  As somebody once pointed out, this is similar to the concept of a “controlled burn“;  where you burn off some of the excess leaves and deadwood to prevent a massive fire from developing later.  Remember, the problem the Catalyst is supposedly preventing is “chaos”, so if the problem can be managed in an orderly fashion, its parameters are met.  It is a galactic forest ranger.

The three choices Shepard is offered at the end–destroy the Reapers, control the Reapers, and synthesize all organic life with all synthetic life–are, as many have pointed out, very similar to the Deus Ex endings. I would argue that the tone of the ME endings, especially with the Extended Cut, is far more optimistic than Deus Ex.  This may sound odd, but ultimately it is implied that the galaxy will rebuild in all but the “Reject” ending, and even there some hope is offered, in that Liara’s time capsule will make a difference in the next cycle.

As far as a philosophical exercise, Mass Effect succeeds to some extent at presenting the players with a question to force them to decide how they would handle it.  In this one respect, it actually provides a better context for the set of choices than Deus Ex,  in that the rest of the series has presented characters the players care about, giving them a reason to think hard about the choice.

As interesting as both series are, I think both fail to explore the theme as thoroughly as they might.  Deus Ex fails because much of the story is about the vast, globe-spanning conspiracy controlling events.  While that makes for a brilliant story in its own right, it has nothing to do with transhumanism or artificial intelligence.  Human Revolution was a bit better at focusing on the theme, but the player’s choice ultimately felt meaningless.  Even if you side with Taggart or destroy Panchea, you know the augmentation program will go forward.

Mass Effect fails because, well, obvious reasons having to do with the ending.  Specifically, though, it fails because of how it handles the philosophical differences in the endings.  It doesn’t really give the player a sense of what the endings mean, either before or after choosing them.

The larger point, though, is that video games are a good medium for exploring themes of  transhumanism, because playing them involves the interaction between human and machine intelligence, which means the mechanics are primed to complement a story about that concept. Mass Effect 3 actually makes reference to this fact, in the section where Shepard enters the Geth collective via a virtual Tron-esque interface, and both Human Revolution, and Mass Effect 3 end with the player characters standing at a machine interface that allows them to choose the ending they want.  Weak as this is dramatically, it is reinforced by the nature of gaming itself.

Warren Spector recently wrote an excellent article stating that what video games need to legitimize them as a medium is a Roger Ebert-like figure whose criticism will help interest the general public in gaming.

I’ve often wondered about this myself, but I’ve ultimately concluded that it’s getting the order wrong.  I think the popularity of gaming will lead to the emergence of such critics and not the other way about.  I think the reason for this is that what popular criticism requires to exist is a sufficiently rare set of qualities that you need a large pool to choose from.

Now, that said, I think having a “Roger Ebert of gaming” would be awesome.  In fact, that’s kind of what I dream of becoming whenever I write a gaming post.  Not that I ever will be.  I think the thing few people realize about criticism is that the key quality it takes to be a good critic of anything is to be a good writer.  It’s not enough to know your subject matter and be able to come with interesting analyses of it; you need to be able to do it concisely, intelligently and above all else, cleverly.

Let me cite one of my favorite literary criticism essays: Mark Twain’s “Fenimore Cooper’s Literary Offenses“.  I suggest you read the whole thing–it’s short–but to encapsulate what makes it great, let me explain that I have never read any Fenimore Cooper books, and yet I enjoy the essay tremendously.  For all I know, Twain’s criticism is completely unfair.  But I enjoy the essay anyway.  Think about that: I have no idea what these books are about except for what Twain mentions, but his evisceration of them is fun to read.

So consider that the most important element of criticism isn’t about what you’re criticizing or what you’re saying about it; it’s about how you phrase it.  If you can be witty in your reviews–that’s the real key, I think.   Not that there isn’t plenty of wit in game criticism, but the issue with game criticism is that the humor too often comes from “in-jokes”, or references to other games.  It’s not accessible to the layman.

In contrast, take this quote from Ebert’s review of the movie Armageddon: “The movie is an assault on the eyes, the ears, the brain, common sense, and the human desire to be entertained. No matter what they’re charging to get in, it’s worth more to get out.”  I’ve never seen that movie; so I don’t know if I agree or not.  But it’s a great quote.  He could have said it about any bad movie, though; it has nothing to do with the subject of the movie.  It’s just a generally funny line.

I’m not saying that’s all Ebert was about–he had truly interesting ideas about movies, too.  But that’s not what made him famous.  What made him famous was that he was a very witty writer.

All we need then is somebody who loves video games, has interesting things to say about them, and is an extremely witty writer to boot.  So where is that guy?  Everybody who writes about games, including myself, wants to be that guy, but no one yet has succeeded.

Here’s another question: where’s the new Roger Ebert of movies, now that the original Roger Ebert has passed away?  I don’t know that there is a comparable figure in movie criticism.  Spector apparently couldn’t think of one either, or he would have used that person’s name.  He pretty much said on his blog that Ebert was the most famous movie critic he could think of for an example.

I have a theory: criticism in general is not as good nowadays.  People just are not as good at it, possibly because the internet makes it easier to seek out criticism targeted at their specific interests.  Criticism is Balkanized now, unlike in Ebert’s heyday, when there was one movie critic in the city paper, and he had to write to appeal to the widest audience he could.

This theory could be wrong–I don’t like it because it’s a little simplistic, “things-ain’t-what-they-used-to-be” kind of thinking,  but it does account for why there is no Ebert of gaming.

NOTE: Spector’s article has generated a lot of reaction–Shamus Young and Chris Franklin, among others–have written posts in response to it that make some good points about the issue. Young makes basically the same point I did about the need for game critics who can be read by non-gamers.

So, to continue in this vein of highly improbable reinterpretations of things that I am so fond of, let me tell you about another wacky idea I cooked up.

It all started when I was watching this Mass Effect 3 episode of the game commentary show “Spoiler Warning”, and one of the hosts, Josh, mentioned that Cerberus can “still manage to succeed despite being terrible at everything”. (He says it at about the 2:00 minute mark):

Hmmm.  Is there any other organization you can think of that still succeeds, despite making lots of bad decisions and being widely despised?  An organization which, when seemingly being beaten, simply uses its seemingly-inexhaustible resources to take the advantage?

(more…)

This game stunned me.  I had heard rumors that it was “more intelligent than your typical shooting game”, and that it was based on Joseph Conrad’s Heart of Darkness. I figured “oh, great, another game trying to prove how intelligent it is by stealing from other media.”

It is influenced by Conrad,  that’s for sure.  But it’s more than that.  If you’re a fan of military action games, then you need to play this game.  It’s best if you go in knowing as little as possible about it, so if you haven’t played it but think you want to, I advise you to stop reading this now and go play it.

(more…)

Here’s an interesting article describing an event in which two great filmmakers, George Lucas and Steven Spielberg, forecast radical changes in the movie industry.  The bit that stood out for me:

Lucas and Spielberg also spoke of vast differences between filmmaking and video games because the latter hasn’t been able to tell stories and make consumers care about the characters.

There are two possibilities here:

  1. This is an attempt to paraphrase that oversimplifies, and consequently loses the sense of what they said.
  2. Lucas and Spielberg don’t know what they’re talking about.

If they actually said anything remotely like that, they simply have not been paying attention.  Video games have been telling stories since the beginning.  “Super Mario Bros.” is the story of a man trying to rescue a princess from a giant turtle.  It’s not a great story, you may say, but it’s a story all the same.  And there have been films that were just as bad (if not worse) in the story department...

As for this “hasn’t been able to make consumers care about characters” business, that’s even more of a laugh.  I like Lucas’s Star Wars films quite a bit, but Kreia from Knights of the Old Republic II can put any character Lucas ever wrote to shame. BioWare had to actually go back and try to “fix” the ending to one of their games because fans were so anxious to know what happened to their favorite characters.

Perhaps their confusion can be explained by the remainder of the paragraph from the same story:

Which isn’t to say [games and movies] aren’t connected. Spielberg, in fact, has teamed with Microsoft to make a “TV” show for Xbox 360 based on the game Halo and he is making a movie based on the Electronic Arts game Need for Speed.

Well, there’s the problem.  If those two titles are what they think video games are like, I can see they would have the wrong idea.

Here’s what’s ironic about this: these two cinema legends are saying there are huge problems with the movie industry, and then going on to exemplify one of the problems themselves: arrogance.

It’s even worse, though, because it’s not just the movie industry that thinks games can’t compete in terms of story and characters–it’s the game industry, as well!  The powerful entities in it, at least.  And to complete the irony, the most vapid, characterless, hackneyed, special effects-driven games are churned out in the name of being “cinematic”!

I hope gaming doesn’t get ruined trying to emulate the methods of an “imploding” industry.

I’ve been wanting to do another one of these after I had so much fun with my political and football ones.

 

Mass Effect (series)

The Reapers are bad

Because they will kill us all–

So let’s kill ourselves.

Fallout: New Vegas

Why would you gamble

In a wrecked economy

Based on bottle caps?

Half-Life 2

1984

With gravity guns, crowbars–

And more depressing.

Metal Gear Solid

Two days to prevent

A nuclear disaster.

But let’s chat some first.

Halo (series)

Generic soldiers

Fighting generic monsters.

The Fans will love it!

Call of Duty (series)

Generic soldiers

Fighting with one another.

A Halo killer!

Deus Ex

A million choices;

Branching paths and decisions;

All destroy the world.

Doom 3

U.A.C. has guns,

Teleporters and ships, but

“No duct tape on Mars.”

Perfect Dark

A female James Bond

To be the next Goldeneye?

More like Moonraker.

Knights of the Old Republic II

Take away the Force

And Jedi are incomplete.

Much like the ending.

Feel free to add your own in the comments.