Showing posts with label Criticism. Show all posts
Showing posts with label Criticism. Show all posts

Tuesday, 24 November 2009

Tough Love: Left 4 Criticism


Left 4 Dead 2 came out and I all but dropped every other game for it. Was it worth the not insignificant cash outlay to obtain, plus the effort to get the uncensored international version? I think so. Does that mean it’s immune to the infinite gaze of The Critic? I think not.

The first thing I noticed about the new introductory video for Left 4 Dead 2 was that it did not do the same job as the one present in the first game. That video introduced not only the characters of the game to new players, but also began the process of familiarisation with the game mechanics. Virtually every important aspect of the game for a new player to get accustomed to is demonstrated in those first few minutes. The individual weapons; the need to melee infected away from players; what each special infected does; how tanks attack, and what to do to stay away from witches – these are all subtly introduced to players through the intro video. Even pulling up survivors that have fallen off buildings is covered. In contrast, the L4D2 video, while full of sound and fury, introduces the new aspects of the game not nearly as well and doesn’t cover some of the more critical additions.

In fact, the crux of my criticism of the newest incarnation of Left 4 Dead boils down to the fact that, in many cases, it just isn’t up to the usual valve standard of passively and actively teaching players about the game. For the longest time I ignored melee weapons because when I first used them (on the opening level of Dead Centre, naturally) I couldn’t work out how to best use them while avoiding taking damage from zombies – so I went back to what I knew how to use, which was pistols.

In this, the very first level of the first campaign, players don’t start with a primary weapon, so any choice to use a melee weapon comes at the expense of a pistol and any way of, say, shooting a smoker off of a target barring actual physical attack on either the smoker or the ensnared player. By forcing a choice of pistol or a melee weapon on players, valve do not make it easy for new players to best learn how to use melee weapons. It took another player using melee weapons to great effect in versus mode for me to fully appreciate the value of melee weapons. It’s wasn’t completely obvious to me, because at first it would seem the advantage to a melee weapon is in not having to worry about ammo, but pistols already have unlimited ammo, so the real advantage actually lies in not having a timer on melee attacks. Add to that the crucial addition that it also kills infected rather than simply push them back and you've got a real reason to drop that shiny 1-hit-KO desert eagle for a cricket bat or machete.

Another aspect that wasn’t introduced well was the special ammo types, being the incendiary and explosive rounds. The way they work currently they use up the slot shared by a medkit or defibrillator in a player’s inventory, which invites comparisons to the important role played by the medkit. Health is worth its weight in gold in Left 4 Dead, particularly in competitive game modes, so when first presented with an offensive item to replace the spot of heath; my immediate reaction was “Why in the hell would I want that?” By placing it in the same inventory slot as the medkit, Valve are saying this could be worth the health you are forgoing if used right, which is both counter intuitive and runs counter to my own experience, in which it has never been the case.

While I similarly rejected adrenaline initially for its low health boost compared to pills, it’s come to be my preferred item for that slot. Similar to the above case however, there is just nothing outside of a loading screen tip and perhaps a brief onscreen mention that explains the primary benefit of adrenaline, in that it gives you not only a movement speed boost but increases the speed of all your actions by a significant percentage. Used judiciously, an adrenaline shot can be the difference between life and group death, particularly in one of the new crescendo events. Many of these require that an object be reached and switched off to stop the ravening hordes and for these events adrenaline is a significant boon - but again, that’s never satisfactorily explained, and it is left up to players to learn through trial and error or by observing other players (often in many cases only by having it used against them).

Another example of the reliance on ‘trial and error’ for teaching players is seen in the game's treatment of the new weapons – looking at them all it’s impossible to tell which ones are “better” than others, so players have to try them all until they find which ones work best. In the original game it was quite clear which weapons were better, as there was a very limited selection of them and the “tier 2” weapons as they came to be known were clearly improved versions of the starting weapons available at the start of every level. Perhaps this clarity in weapon hierarchy was merely a result of the simplicity of the original game, but simplicity can be a virtue. Faced with too many choices, from experience, I know that people tend to stick with what they know.

A similar level of “decision overload” occurred to me when first playing Left 4 Dead 2 as the amount of on screen activity, coupled with the engorged dismemberment and plethora of viscera, resulted in a visual overload. The signal to noise ratio needed getting used to, coming from the decidedly clean and sparse levels of the original game. This could go either way, as either praise or criticism, and I’ve certainly acclimated to the new levels of visual activity by now. But still, even for as big a fan of the original as I, it was quite the learning curve.

Lastly on my list of gripes, and my major concern, is the four new characters. This is entering the realms of personal preference and taste, but to me it seems that Nick, Ellis, Rochelle and Coach aren’t as memorable as the original quartet. Perhaps it’s because they are less obvious archetypes. Coach seems the closest to a recognisable archetype and for his larger-than-life personality he remains my personal favourite. Nick and Ellis both feel too similar – Nick, I know from the pre-release publicity, is ostensibly a conman but he’s much too nice and average. That aspect of his character is struggling to shine through, however and the only quote of his that has stood out for me is most revealing of that aspect of his character.

In a game recently I heard him admonish someone for shooting him, saying “You did not just shoot the man in the three-thousand dollar suit!” Nick needs to be talking about his suit way more, and Ellis needs something to give his character a similar focus. Valve has said that they wanted him to be “southern” and innocent and naive, while avoiding representing him as a stereotypical hick. While this effort is laudable for wanting to portray southern American culture in a mature light, I wonder if the character suffers for it.

Perhaps Nick’s character too suffers for being in a game as devoted to cooperation as Left 4 Dead 2. Thinking on it, it's possible that a sharkskin-suited conman could still be an appropriate character for L4D, as he could easily be cast as The Reluctant Help, much like Francis in the original. Francis was a grouch, but he was a lovable grouch, and it was always communicated that his character had your back. But how does one pull off “the lovable conman?” I guess what I’m suggesting is that Nick is not wisecracking enough for it; he’s not even sarcastic enough.

I’m probably being a little unfair on Valve here, but I think it’s actually a bit of a shame that they used up their most memorable characters on the first Left 4 Dead game. Unless L4D2 is surpassed by a third game in another year’s time (yeah right) I hazard a guess most will still be playing the second game and not the first come this same season in 2010.

It might seem from all the above like I preferred the first game to the second, having tragically fallen into the “I liked their old stuff better than their new stuff” cliché, but that’s not quite accurate. I really like Left 4 Dead 2, but it’s a functional kind of like. It’s the same kind of like as one gets for Season 2 of The Wire – it’s great that there’s more of it, but it’s not exactly what I wanted. I don’t like it for quite the same reasons I liked the original (with one notable exception, but more on that another time).

The new explicitly linked campaign narratives also fail to live up to the ‘memorability’ test, and while there are a great number of excellent set-pieces very little left me saying ‘this is like nothing I’ve ever seen before’. And that was how I felt about every single campaign of the original on first playing. Take that with a grain of salt perhaps if only to offset the nostalgia and originality of the underlying mechanics, but even so I feel the decision to explicitly link the new campaigns chronologically was unnecessary. Like all well told stories, there will be gaps in which not much happens, and they get omitted. With everything now spelt out from beginning to end and the dots all lined up and connected for us, I feel like it was a misstep.

I’m still pleased with the L4D2 campaigns, but there was something uniquely fascinating in trying to piece together the story of everything happening around you – and even to you – in the original game. This sense of a mystery to uncover has been diminished in the sequel, and that goes hand-in-glove with a lessened sense that the graffiti on the walls of safehouses is part of uncovering the mystery. I’ve looked deliberately at a number of them, but from what I have seen they have retained little of the charm of the original – notably absent are any of the pithy one-liners such as “I miss the internet” from the first game, gone too are the scribbled out notes that tell tales of ongoing discovery by previous survivors.

Still! It’s early days for the game and some of these issues may yet get ironed out. Heck, play versus for long enough and half of these complaints disappear simply because you’ll see all the tricks, all the tactics clever players have already devised and you won’t need teaching. The issue of memorable characters however remains my biggest worry. The new quartet has a lot to live up to, and perhaps that’s the biggest problem – the previous ones were so good. So good in fact, they spawned memes. How can Coach, Rochelle, Nick and Ellis possibly live up to that?

Tuesday, 17 March 2009

Mastering the Nightmare

Reading L.B. Jeffries recent post about Videogames and Dreams kicked off a train of thought that I’ve been playing over and over in my head for a few weeks. L.B. takes some research about videogames and dreams along with some philosophy ideas based on Jungian archetypes and proposes that videogames represent something close to “a waking dream simulator”. The important part of the piece is where he mentions some theories and studies that suggest we can address “threatening situations” and deal with them in dreams. He says:

Gackenbach cites a theory by a fellow named Revonsuo who claims that dreams are a way for people to simulate threatening situations so they will be able to handle them should they literally occur.

And further…

What is happening when we play a video game is that we simply become accustomed to dealing with our nightmares. We enjoy this because we are naturally inclined to develop better skills for handling adrenaline, threats, and coping with fear in general.

While this doesn’t nearly do the piece justice (make sure to read it at some point) his mentioning of mastering nightmares reminded me of a piece I encountered while researching new applications of virtual reality technology as part of my honours coursework last year. The piece spoke of a VR program called ‘Virtual Iraq’ which was being used to treat returned servicemen that had been traumatized while serving in Iraq. The program recreated aspects of the incident and allowed the patient to recall the event and through slow and gradual re-exposure to the event with a counsellor eventually allowed them to master the highly traumatic memory.

L.B.’s post was also timely for me personally because at the time I had been re-reading a series of books that I had first read as a teenager and which have a profound impact on me each time I read them. I’d hazard a guess that most Australians of my generation have read at least some of the Tomorrow When the War Began series of books by the Australian author John Marsden, and frankly there’s a good reason they’re so popular. The books deal in a very compelling manner with themes of death, destruction, personal loss and the nihilism of war. Written from the first person they are acutely intimate in their dissection of the feelings and emotions that surround what happens to the protagonists as they repeatedly deal with nightmarish scenarios.

One of the things that the main protagonist Ellie describes in the story of the Tomorrow series is the psychological effects killing another person has on her. The following passage from the second book in the series, The Dead of the Night, describes Ellie’s feelings after shooting an enemy soldier in order to save her own life, and the life of her friends.

I was feeling pretty unusual, walking back across the paddocks. I imagined a huge shadow of me was moving across the sky, attached to me, and keeping pace with my little body on the earth. It scared me, really scared me, but I couldn’t escape it. It loomed over me, a silent dark creature growing out of my feet. I knew that if I reached out to feel it I would feel nothing. That’s the way shadows are. But all the same, the air around me seemed colder and darker, as the shadows clung to me. I wondered if this was the way my life would always be from now on, and if for every person I killed the shadow would grow larger, darker, more monstrous.

- From Chapter 5 of ‘The Dead of the Night’ by John Marsden.

The Tomorrow series succeeds in making me think about how I would react in similar circumstances and I’ve always strongly empathised with Ellie. In fact, I’ve always been fascinated by the extremes of existence – life, death, love and loss. Some people might be tempted to actively discourage the examination of such dark themes, arguing that they are ‘disturbing’ and morbid. But if L.B.’s discussion is right then there’s a very good reason that I am so (for lack of a better word) attracted to those sorts of things. Examining these things in advance, imagining myself in these situations could theoretically help prepare me for should these tragic things ever happen to me.

And while it’s clear no-one can really predict how they are going to react in horrific circumstances, I’ve always believed that when it really came down to it, I’d probably be able to do whatever I needed to. That in a crisis, I’d be someone reliable. A friend of mine who spent some time in the military once told me of a particularly traumatic event that occurred to him involving an attempted suicide of a fellow officer, in addition to the more general extreme mental and physical toughening regime he underwent during training, and when I mentioned that I didn’t think I could cut it, he disagreed with me. “Actually, you probably could”, was his opinion, and he wouldn’t back down. I didn’t realise it at the time, but eventually I came to understand that my reservations were less about being incapable more about not wanting to.

I think my aim in this is to explain (and perhaps justify) why I so highly value games, movies, books, media in general that presents the unsavoury or the unpleasant aspects of life. I enjoy it, like I enjoy trying on a new set of clothes to see how they fit, what they make me look like. I want to try these things on in a relatively safe way before they ever actually occur. I hesitate to call it this but; it seems the result is a kind of mental toughness or preparedness that you get by imagining yourself thrust into the same position as someone in a war or a terrible circumstance. Indeed it is often the people who want to reject the unpleasant, who pretend that life is all smiles, that are overwhelmed when thrown into nightmarish circumstances.

The commonly accepted wisdom is that games have to be ‘fun’ or people will stop playing. In light of the previous discussion, how well does that idea sit? I’d say it starts to look rather ridiculous, certainly other media have no such misconceptions. There are lots of examples in film and novels that show they are capable of holding an audiences interest without being ‘fun’. Saving Private Ryan is not ‘fun’. Tomorrow When he War Began is not ‘fun’. Far Cry 2 is not fun. …but it also kind of is at the same time. Certainly the act of shooting, of moving and being in the world are ‘fun’ in the sense that they are pleasurable acts. But there is no escaping the fact that everything you do, if you aren’t caught up in the ‘fun’ of doing it, is distinctly UN-fun.

I think that’s partly why I like it so much – because it’s not fun. What other games out there have the guts to say to the player, “You know what? You are going to have to do and see and hear about shitty things, and you’re not going to like them but you’ll have a bloody good time while you’re doing it”? So maybe the lesson is, give players a good time, and they'll accept negativity. Honestly, I'm not entirely sure, and while Randy Balma did wonders to convince me that even game mechanics don't have to be pleasurable, I find plenty to enjoy in that game in spite of it's deliberate attempts otherwise.

I’ll finish with another quote from the last book in the Tomorrow series, ‘The Other Side of Dawn’, that seems to sum up my own feelings.

The old stories used to end with ‘They all lived happily ever after’. And you’d often hear parents saying: ‘I just want my kids to be happy.’
That’s crap, if you ask me. Life’s about a hell of a lot more than being happy. It’s about feeling the full range of stuff: happiness, sadness, anger, grief, love, hate. If you try to shut one of those off, you shut them all off. I don’t want to be happy. I know I won’t live happily ever after. I want more than that, something richer. I want to go right up close to the beauty and the ugliness. I want to see it all, know it all, understand it all. The richness and the poverty, the joy and the cruelty, the sweetness and the sadness. …That’s the best way I can lead a life I can be proud to call my own. I want to experience everything it has to offer: LIFE!

- From the epilogue of ‘The Other Side of Dawn’ by John Marsden.

Sunday, 15 February 2009

Beyond Good and Evil Official Soundtrack - A Review

We don’t do reviews very often here at SLRC, and naturally this ‘review’ is probably only part review, with a bit of musical analysis throw in for good measure. I started listening through the Beyond Good and Evil soundtrack in conjunction with the Vintage Game Club’s play through of the game and couldn’t resist taking a few notes. I should preface by saying that it is one of the most impressive soundtracks for any game I have ever heard. Stylistically, the music on this album is amazing – the diversity of sound is a testament to the composer’s ability to create an incredible range of music, and even with the sheer amount of it present there are no pieces that sound like the standard licensed fare you get in many games (even many ‘AAA titles’). It’s impressive in that it manages a cohesive sound while including pieces that evoke calypso, ambient, jazz and funk feels.


While there is an official soundtrack, just as popular it seems is an ‘unofficial version’ which is straight rips of the music from the game (obtained from the PC version, I assume) – and while that’s kind of cool in it’s own way, I’m preternaturally attracted to the OST because of my love for the album form. The majority of my music listening is accomplished by putting on an album and letting it play through while engaged in some other activity and outside of my iPod, I rarely at best use the shuffle function in iTunes. The direct rips are also problematic for me because they often contain ‘unfinished’ tracks that end abruptly where a song would loop and start again, with the game applying fadeouts and transitions wherever appropriate.


I eventually discovered and downloaded the free official soundtrack, with the expectation that it was an album, which it is. However just as nothing is as it first appears in the city of Hillys the same holds true for this album, and in this post I’m going to try and outline why.


The album opens and closes with iconic pieces of music form the game, over which are played a selection of the in-game dialogue and sound effects in a way that builds up a rather complete aural picture of that moment in the game. I’m quite a fan of this technique as it can evoke some very specific moments in films and games particularly well. It really works well when the aim of your album is to re-tell the audio story of the film or game especially, and it works here.


So let’s cut to the chase and talk about the album as a whole. My initial comparisons were to the Halo series’ soundtracks which similarly capture the feel of ‘all the songs you hear when playing the game’ in their approximate order, but the comparison is not entirely beneficial to BG&E. While the Halo album releases definitely feel like complete album each, and can be listened to on their own repeatedly, BG&E ends up wearing a bit thin after a few listens.


Firstly, it seems to me that there is not enough variation to maintain interest in the more ‘ambient’ background pieces that in the game play while exploring dungeons. This criticism is perhaps a bit of a cheap one to level at the album, since the music obviously works in game, however it’s inclusion on the album strikes me as a somewhat thoughtless choice. The decision to include all or as much of the music from the game as possible, and in roughly the order it gets heard, has subordinated the need for the album to exist and be listenable as a work in itself. Don’t get me wrong, attention has definitely been paid to making the album, but maybe not quite enough.


The first hiccup in the album comes with the tracks ‘Mineshaft Madness’ and ‘Say cheese, fellas’ (tracks 7 & 8) which both drag on for just a bit too long. The latter piece uses a bit of in-game audio again at the start (omitting spoken word however) to remind listeners that this is the music from the first boss battle. Again, while both these tracks hold up well in the game their inclusion on the album is a bit questionable, especially since there is enough quality on this album to avoid using any filler tracks.


This would be a good point to talk about the uneven pacing of the album, which I think is the result of wanting to put the music in the order the player of the game encounters it. Conventional wisdom regarding pop records is that you generally try to give your album a ‘flow’ by arranging tracks so that you get a pleasing and natural progression between songs and also a particular kind of dynamic to the album. Think, for a moment, of how many albums you know that open with their best song, add a few in the middle (usually none of which are perhaps catchy enough for release as a single but which can still often be quite good) and in the last 1/3 of the album bring out all the stops, lifting the album to it’s crescendo. It tends to follow roughly that same curve that is used to describe a good narrative – with the high point somewhere around the 2/3rds mark, or roughly the point of the Golden Mean.



If I could draw a similar graph of the dynamic of Beyond Good and Evil’s soundtrack, it would be a series of tiny humps. All the stand-out tracks are separated by 2 to 3 songs that either feel like filler or feel out of place. Consequently, the album never really gets off the ground and can’t escape the feeling of ‘a collection of semi-related tracks’. Not helping this problem is the fact that, like the music in the direct rips I mentioned earlier, a number of tracks stop abruptly, where adding a simple fadeout would have worked wonders. One last issue – the song ‘propaganda’, the most iconic and memorable song from the game, is frustratingly mixed quieter than the rest of the album detracting from what should have been one of the highlights of the album.


I was originally planning on doing some musical analysis in this post as well, however this review has run on long enough as it is. If there is a lesson to take away from the album it’s that for any release to stands on it’s own, attention needs to be paid to conventions and expectations of the medium. As videogame music it succeeds flawlessly, however as an album, for me at least, it critically fails. Hopefully before long I’ll be back with some less critical things to point out about the music of BG&E and elaborate on just how good it is as 'music', rather than album.

Wednesday, 31 December 2008

From Go to Woe - Only The Best of SLRC in '08


Two Thousand and Eight in the year of our Lord was the year SLRC really entered its stride. While the URL of ‘drgamelove.blogspot.com’ was officially claimed in October of Oh-Seven, the first real piece of writing on the blog that says anything worth reading was the April ‘08 Round Table entry ‘Starcraft and the power of 3’s’. Off to a slightly shaky start, the piece was roughly shoe-horned into the round table topic of the month but was ostensibly targeting the potential within asynchronous gameplay.


Actually, there was a small piece buried in the earlier fluff that pointed towards the future direction of the blog – a post about how System Shock 2 is a bit skewed towards the hacker/navy career path. I think that I was actually wrong in saying that though (even if I didn’t exactly test the alternatives in practice), but I’d be interested in hearing other tales from SS2 players, if only because it’s such a classic (and dare I say canonical?) game. Its influence on the hallowed Bioshock is deeply profound and obvious to any veteran of the earlier ‘Shock game.


In May, while researching my thesis I attended the “first ever academic conference held in World of Warcraft” and then promptly cancelled my subscription. I never did go back for Wrath. Also in May, I presented to my honours class, a seminar on immersion in videogames and took an Xbox with me to show them all Call of Duty 4. Immersion is an interesting topic, and the class members were most familiar with literary comparisons – an interesting counterpoint to my own reliance on CLINT HOCKING and Chris Crawford for theories of videogame immersion.


In June I created the ‘Things-to-do-while-you-should be working on your thesis’ tag, which was first applied to one of my most enduringly popular posts ‘10 Free Indie Games to play while not working on your thesis’, although… it seems I never applied that tag to that actual post. Nevertheless, it fits, and it has been consistently a popular search result on Google for ‘Free Indie Games’. Also in June, I blogged what is possibly my longest post ever, ‘A post for Xenia: Simulation and an apologetic explanation of Super Columbine Massacre RPG’. Which was probably the first post of mine to gain some real traction in the blog-o-sphere, going purely on comments. L.B. Jeffries managed to succinctly sum up my argument saying,

If I'm reading you right...the basic idea is that instead of making a bunch of events to experience the creator should instead be creating a bunch of reactions to the player.


Which would have only been so much easier if I had just said that, but then it might not have been as persuasive? Who’s to know. It was also an important landmark for SLRC because it really hints at the focus of most of my analysis and player/experience centric-criticism for the rest of the year. These are the things that ‘I’m Quite Interested In’.



July was almost a non-starter, busy as I was with thesis coursework, but I managed to squeeze out a post asking the question ‘Should we aim for some sort of rating system for indie games?’ after I introduced DEATH WORM to a bunch of 6-10 year olds to general hilarity.


In August, I wrote up what eventually became the motivating question for my thesis – why do game developers think a linear medium like music can just be shoved into a nonlinear videogame? – in the post ‘Videogames and Digital Musicians’.


September opened with the cracking ‘What speaks to me the most’, a post all about my inclination towards the ‘tourist’ player type in Mitch Krpata’s New Taxonomy of Gamers, the spiritual successor to Richard Bartle’s earlier ‘taxonomy of MUD players’. Expanding on that idea and partially in response to a post by Corvus Elrod adressing player preference for first person or third person camera, I wrote ‘The peaks and perils of first person camera’. An interesting foreshadowing of things to come – in it I mentioned a Game Set Watch column which pointed out how ‘innovative’ the latest Alone in the Dark game’s mechanic of forcing you to check your body for injuries was. Almost in answer to my criticism of AitD (Why would you need to know where to heal yourself if you are actually in this body?), Far Cry 2 would later in the year present a similar focus on embodiment minus the need to ‘discover’ where you were injured. In the rest of the month of September, I wrote about ‘The Affect Discussion’ which still hasn’t really been addressed adequately by videogame critics or proponents, and did a back-and-forth retrospective with an old friend of mine in a retrospective on the classic computergame-making-game ZZT.


If April was SLRC’s beginning, October was the month in which we could finally say ‘SLRC has arrived’. The big announcement in it was the completion of my thesis, but it was quickly overshadowed by, first, my second ever contribution to the Blogs of the Round Table ‘Playing Halo with my Mother’ and later by my initial burst of enthusiasm for Far Cry 2. The initial pre-game discussion in ‘Why I’m so Fracking excited about Far Cry 2’ was quickly followed by ‘Far Cry 2: Wrongs and Rights’ in which I had my first encounter with a game designer In The Wild when CLINT HOCKING stopped by the blog to thank me for the attention paid to his game. I then tried to pry myself away from Far Cry 2 to play Fable 2 with a rather scathing result, and at around which point SLRC celebrated its technical First Birthday. October rocketed home with ‘War Stories from Mosate Soleo’ leading the charge, followed up close behind by a quick photo-journey through Far Cry 2 (which has sadly since been broken by my flickr reorganisation). Finally October culminated in the Magnum Opus ‘Hocking’s Masterpiece’ which has been rather widely linked to as an excellent example of SMART fanboyishness.


Ah, November, what a month. If I had to pinpoint the onset of The Madness it would be somewhere in November. Two Posts about Valve’s Left 4 Dead added a distinctly metallic taste to the month and with the additional arrival of Fallout 3 it became a bit of a clusterfrak. Far Cry 2 had well and truly ruined me for any and all future games with Fallout 3 not surviving the comparison with honour intact. However, with the posting of this rather vitriolic diatribe against its rather flaccid ending (which was supposed to be more entertainingly ironic than I think the post it ended up) I think I needed to straighten-up and fly right by criticizing a rather less easy target. And perhaps a little more coherently. Which I did when I got annoyed by the vapid portrayal of ‘the moustache twirling evil doer’ character, Mister Burke and pointed out how he should have been more Heath Ledger and less Jack Nicholson. And there’s was a photo of a scorpion stuck on a fence! Giggle!


Which leads into December, wherein The Madness reaches a head – starting with ‘Frank Bilders is Dead’, a first person perspective piece. Look ma’, I’m in a vidjagame! Erm… I also posted a review for a game that came out two months prior, and with which I was right pleased (the review, not the game: that as pretty dumb) – here’s to more videogame review gigs! Then I wrote what I felt was perhaps a slightly overlooked piece on Far Cry 2I have two hands and with them I touch the world’, which (I thought at least) was Pretty Smashing Actually and all about the difference having hands as the central embodiment of the avatar made over traditional FPS gun-centrism. Around that time the whole ‘Games Journalism Journalism’ trend fired up again (lead by Mister Snappy Gamer and his Angry Internet Man impersonations) and I had to have a go myself – writing to criticize the trend of talking about games and mechanics as though it was more maths than art. Yes that touched a bit of a nerve, but the cool was kept. I’m just much more into the experience and the subjective (done well) – and this could not be made plainer than by my ‘Going Gonzo’ piece. In December I also finally got my thesis marks (86 – High Distinction, just) and posted the full text for all and sundry. With that, I started posting the (exceptionally long, but terribly worthwhile) transcript of my interview with Marty O’Donnell – composer and Audio Director of the Halo series. It’s going to run to about 7 or 8 parts, but I promise, it’s totally worth a read. Shortly thereafter (and just to fill in a posting gap, I might add) I re-posted a lightly edited excerpt from my honours thesis, ‘Audiosurf – Breakfast of Champions’ which swiftly got picked up by Kieron Gillen of Rock Paper Shotgun in linked to in The Sunday Papers. The result was no less than 700 pageloads in the space of a few days. Just going off my own habits, I click through maybe one or two items in RPS’ Sunday Papers weekly, so if I’m at all indicative, their readership is probably quite easily in the 5,000-10,000 reader’s mark. And that’s just their more intellectual and less busy weekend post! Phwoar!


A number that big requires a brand new paragraph to get over, so lets finish the last part of December by mentioning that I was (to my own child like delight) included in Michael Abbott’s wonderful end of year gamers confab epic podcast of legendary proportions. That was an absolute blast to be on and a huge honour to be considered alongside some truly respectable bloggers. Not content to finish the year on such a self-congratulatory note, I then went and followed up with a second Gonzo journalism piece “Gonzo Pt 2 – Return of the Shark”, which was either brilliant or a spectacular failure. And, that’s the only way I’d want it. Look for more of same in early Oh-Nine. Toot-Toot! Last but not least and barely sneaking into 08, I finally got around to playing some more Spore and discussing (if ever so disdainfully) the procedural music in the game, with "Spore 'n' Eno".


Thanks for reading (or even glancing over), all you readers out there. You know who you are and I don’t (but apparently Feed Burner say’s there’s now 60+ of you! Where’d you all come from?!) so you’ll just have to give yourselves a pat on the back for discovering SLRC ‘before it jumped the Shark’. Onwards!, to Twenty-Oh-Nine with nary a backward glance and a slight ringing in the ears. Enjoy the New Year and please drink responsibly.


Saturday, 20 December 2008

Audiosurf - Breakfast of Champions

I’ve been playing Audiosurf recently, and it struck me that buried deep within my thesis was a nice little bit of theorising about the game. So I've chosen to reprint it here, slightly edited, for the convenience of anyone who can’t be arsed to wade through my multiple thousands-of-words thesis and pick out the good bits (probably most people).

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Audiosurf was the work of primarily by one person, Dylan Fitterer, and was released on the Steam digital distribution platform in February 2008. Audiosurf requires music to play – it takes your music collection, and creates a 3D track based upon features of the music which is then navigated by the player who, depending on the game-mode, collects coloured blocks that visually correspond to the music. The game ostensibly provides a way to ‘ride your music’ as the game’s tag-line suggests[1] - a feat of musical gameplay that is operating on a rather different level to a game like Guitar Hero. It’s also a great step towards overcoming some of the widely acknowledged problems with games like Guitar Hero - many critics have noted that the strength of a music game is largely subject to how good its track listings are[2]. Alec Meer says,

…we were all playing Guitar Hero and wishing we could stick our favourite music into it. Audiosurf says “fuck it, why not?” and provides the scaffolding of a game around it[3]


Audiosurf’s particular implementation of representing and performing music in a game does however come with a number of its own disadvantages. Firstly, the way the three dimensional track is generated by the program is fixed and determined by a set algorithm[4]. In an interview with Ars Technica, the developer Dylan Fitterer commented on the way that the algorithm turns the song into a three dimensional track, saying;

…when the music is at its most intense, that's when you're on a really steep downward slope, like you're flying down a rollercoaster in a tunnel. When the music is calmer, that's when you're chugging your way up the hill, watching that peak in the distance you're going to reach.[5]




The experience of playing the game itself is where I personally find the major innovations of Audiosurf as well as its major problems. When surfing a song the game’s analysis algorithm has pre-determined the majority of the course’s parameters from the musical elements contained within the recording. Some aspects of the course are determined from relatively transparent musical parameters – the track’s length corresponds directly to the length of the song and the contours of the course are derived from reasonably straightforward aspects such as volume and dynamics. In music with a strong steady beat, the track will often appear to undulate along beneath the player’s ship character in time with the rhythm of the song. The comprehensible translation of the music into visuals, or lack thereof, is where I encounter the main problem of Audiosurf.


In the examples outlined above, the relationship between music and the visuals (the track environment) is clear and direct, making sense to the player and allowing for a pleasurable and organic merging of knowledge of the song with knowledge of the corresponding Audiosurf track. This is a significant aspect of the appeal of the game as much community discussion goes on about the suitability of tracks for surfing[6]. Indeed the process works effectively on the macro structural scale, however a core component of Audiosurf is a ‘match 3’ type block collection game, where the block placement – called ‘traffic’ by the game – is generated from the rather more musically ambiguous parameter of “volume spikes”. The developer, Dylan Fitterer, describes the process saying

…whenever there's a spike in the music, the intensity of that spike determines the block's color. So the most distinct spikes, like a snare drum, that would tend to be a red block, a really hot block. If something is a little more subtle, like a quiet high hat, that would be a purple block, which is worth less points.[7]

This kind of relationship between music and visuals or environment becomes, musically at least, increasingly murky on this micro level as a sheer ‘spike’ in volume is no guarantee that a listener would make the corresponding connection to what they are hearing. Indeed the issue of what a listener actually perceives about a song when listening to it is much, much more complicated. Albert S. Bregman, author of the comprehensive text ‘Auditory Scene Analysis: The perceptual organisation of sound’ coined the term “stream” for what he identified as an audible cognitive process which was lacking adequate terminology. Bregman’s research noted a significant distinction between the cognitive process of the grouping of sounds that ‘go together’[8] from what might be distinguished as pure ‘sounds’. He notes that, ‘A series of footsteps, for instance, can form a single experienced event, despite the fact that each footstep is a separate sound.’ He also makes a musical comparison, saying that,

A soprano singing with a piano accompaniment is also heard as a coherent happening, despite being composed of distinct sounds (notes). Furthermore, the singer and piano together form a perceptual entity – the “performance” – that is distinct from other sounds that are occurring.[9]

Kieron Gillen writing for Rock, Paper, Shotgun says that

The problem with Audiosurf is that the concentration you take to really make the block game work is entirely the opposite of what you need to do to feel the music. The two parts of the game can tug at each other a little...On one hand, a zone game. On the other, a high-speed sorting puzzle.[10]

What I believe that Gillen has identified here is the inherent disjunction between what the musical listener focuses on when listening to the song, and what the game makes the player focus on. I suggest that this phenomenon is somewhat analogous to Ian Bogost’s term ‘simulation fever’. The concentration Gillen identifies as being necessary for successful play means that the player is acutely aware of block placement, largely determined by the volume spikes mentioned earlier.


I would argue that simply focussing on volume spikes is not adequately representative of the music to withstand the scrutiny that a player applies to it. I propose that, in a situation of high concentration on music, a more complex system is needed, one which addresses the issue of how a listener perceives a song. Admittedly, this is a daunting prospect and one inevitably encounters certain apparently insurmountable barriers to rendering onscreen what any one particular person is most likely to concentrate on within a song at any one time, needing as it would to take into account personal differences and background as well as individual musical training. However, the fact remains that this process is undertaken by humans themselves leads me to believe that a more accurate model is possible. When listening we can (and do) lock onto a number of particular elements of a song – the melody, a catchy lead rhythm or hook – and this is not always represented visually on screen. While Audiosurf often wonderfully represents the underlying kick-drum rhythm, especially if it is prominent, it will rarely pick up and single out an element like the aforementioned melody or hook unless it stands out in a particular way – namely through sheer volume.


Guitar Hero, in contrast, sidesteps some of these problems through both its position as a guitar game (with the player’s concentration largely limited to being focussed on the guitar) and by having a human pre-define the on screen actions the player has to undertake to ‘perform’ the song. However it does not yet allow for any meaningful input of a players own music library, and for that I am continually thankful for Audiosurf’s existence – imperfect though it may be.

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[1] Wikipedia contributors, "Audiosurf," Wikipedia, The Free Encyclopedia, http://en.wikipedia.org/w/index.php?title=Audiosurf&oldid=241996378, accessed October 7, 2008.

[2] See for example, Mitch Krpata, ‘Rock Band 2: Why now?’, Insult Swordfighting, http://insultswordfighting.blogspot.com/2008/07/rock-band-2-why-now.html, accessed October 7th, 2008.

[3] Alec Meer in ‘The RPS Verdict: Audiosurf’, Rock, Paper, Shotgun, http://www.rockpapershotgun.com/2008/03/03/the-rps-verdict-audiosurf/, accessed March 3, 2008.

[4] Thomas Wilburn, ‘Catching Waveforms: Audiosurf Creator Dylan Fitterer speaks’, Ars Technica, http://arstechnica.com/journals/thumbs.ars/2008/03/11/catching-waveforms-audiosurf-creator-dylan-speaks, accessed

[5] Dylan Fitterer in Thomas Wilburn, ‘Catching Waveforms: Audiosurf Creator Dylan Fitterer speaks’.

[6] See the comments section of any Rock, Paper, Shotgun Post tagged ‘Audiosurf’ – every single one involves readers suggesting songs that others should try: http://www.rockpapershotgun.com/tag/audiosurf/

[7] Dylan Fitterer in Wilburn, ‘Catching Waveforms: Audiosurf Creator Dylan Fitterer speaks’.

[8] Albert S Bregman, Auditory Scene Analysis : The Perceptual Organization of Sound, 2nd MIT Press paperback ed., Cambridge, Mass.: MIT Press, 1999, p.9

[9] Ibid, p.10

[10] Kieron Gillen in ‘‘The RPS Verdict: Audiosurf’, Rock, Paper, Shotgun, http://www.rockpapershotgun.com/2008/03/03/the-rps-verdict-audiosurf/, accessed March 3, 2008.

Tuesday, 16 December 2008

An investigation of new musical potential in videogames; A Thesis


So the day has finally arrived and the chickens can now be counted. First the raw mark:


For my thesis, which I spent all year writing, I received a mark of 86 which is safely within the High Distinction band. Accordingly, the full text of my thesis is now available here. Go read it, print it, bind it, critique it, lambast it, or just put it on your coffee table and let it look pretty.


So here's the inside scoop on what to expect:


- Chapter 1 is me raving, perhaps somewhat inadvisably, about a loony Indie game for 1000 of my 17,000 word limit before getting around to talking about music and what I'm going to say in this wordy monstrosity.


- Chapter 2 is my literature review (highly skippable if you aren't interested in either a) Ian Bogost or b) Gonzalo Frasca)


- Chapter 3 is all about how I think the current musical paradigm in videogames is, erm... how you say? COMPLETELY RUBBISH (okay, not quite, but almost) and then I talk about games like Guitar Hero, Audiosurf and Everyday Shooter and how wicked awesoe they are....


- Chapter 4 is the thesis, really, and it's where I interview the awesome Marty O'Donnell in an attempt to glean some insights about music for videogames from him. If you only read one chapter, it should really be this one.


Which also reminds me that I've got the full text of the interview ready to put up, so I'll kick start that series later in the week - keep an eye out for it. I think Marty has some genuinely interesting and important things to say about sound and music in games - and about game design more generally.


What are you still doing here? Go download it already!


Also: props to my man in Melbourne, Dan Golding, who recently posted his own thesis for which he got an even better mark (90) so go download and read his when you're done with mine.


Edit: Matthew Gallant from The Quixotic Engineer has graciously provided hosting for my thesis so I don't have to use Mediafire. Isn't he lovely? =)


Tuesday, 9 December 2008

Things I don't want to do

N'Gai Croal can have my man-babies. Hi N'Gai!


This post could also be called “Things I’m not particularly good at, and hence largely shy away from”, but that was a bit long I thought. It might also help to keep that in mind while reading.


As a member of the burgeoning blogeratti, us pretentious, occasionally intelligent videogame writers (admittedly a somewhat unknown in comparison to the likes of Michael Abbott, Iroquois Pliskin, Leigh Alexander, N’Gai Croal, etc.) there’s a particular thing that I see others doing and that I struggle to be interested in.


Reading around, I get the sense that there’s a lot of thought being put into things like defining the proper terminology for talking about games; whether that terminology should be specialist or general enough to be inclusive; and what kinds of things need brand new words or explanations. And I really struggle to want be a part of it. And when I stopped to think about it, I wondered if maybe I was onto something.


This is going to run the risk of seeming like I’m calling him out, but Corvus Elrod (whom I greatly respect) has devoted a generous amount of words and blog posts to things like his definition of ‘play’ or the definition of ‘mechanics’. I think the first time I saw it happening I actually did a double take. Does an established word like ‘play’ really need redefinition just solely for the context of videogames? Isn’t just the context of a videogame blog enough for people to generally understand what you mean? If you do think there is a case for it, wouldn’t it perhaps be better to come up with some new and descriptive word rather than repurpose an existing one? Can’t we also by this point assume that many (most?) people who are reading our blogs pretty much know most of the terms and understand what we mean when we say things about a game? Surely they don’t really need us to explain that “videogames involve a player’s input, whereas a movie doesn’t”. If a particular reader doesn’t know that sort of thing already, what are they doing on my blog?! Go out and play some games first! Seriously, shoo! Go play Halo or The Sims – you’ll pick up on that whole player input aspect pretty darn quick, let me tell you. And if my mum can do it, so can you.


James Paul Gee wrote in What videogames have to teach us about learning and literacy that the best videogames, the ones that are successful, actually teach the player about how games work. So why do we in the blogosphere seem to think we have to explain the wheel to our readers? They’ve all played Call of Duty, they’ve know all the tricks. And if they don’t, can we even expect them to understand this interactive medium without experiencing it? Gonzalo Frasca, the granddaddy of academic videogame theory, says that in media that is simulational (videogames), unlike traditional narrative’s with which most people have already had significant exposure to in the form of film, books, etc, you can’t actually come to grips with it from the outside or without experiencing it for yourself.


In another example of the terminology discussion, Iroquois Pliskin (who, again, I greatly admire for his near-overnight rise to prominence and contribution to discussion) in a recent post criticized Clint Hocking’s bastard phrase, ‘ludonarrative dissonance’. He described it as,

“needlessly florid, and…the sort of thing that gives aid and comfort to the people who think that games writin' has gotten too fancy.”


I commented on the post, but I’ll reiterate here – I think ludonarrative dissonance is a fantastic term, and honestly it’s not just because I’m enamoured with the work of Clint Hocking himself (heh). It’s because it’s a term that describes quite exactly a specific occurrence in videogames – one that only occurs in videogames. But hey, just a second ago, wasn’t I advocating against discussing terminology and such? True, but in this instance ludonarrative dissonance is actually a term specific to videogames – unless it involves rules or mechanics that “say” one thing, and a story that says another you can’t get ludonarrative dissonance. There is no potential for ludonarrative dissonance in media like film, so I think it’s quite a valuable term for describing something rather unique to videogames and as such hasn’t really had a name before. And it avoids repurposing old words which, frankly I think is actually doing more to create a specialist vocabulary about games than phrases like the above. In what other context does ‘play’ mean “the self-guided exploration of possibility within a bounded space.”1


Okay, so the counter argument to that all this is, well, look in the dictionary – there’s already a bunch of given meanings for ‘play’ that are all different, some subtly, others wildly. But I don’t think I’m alone in feeling like this is an issue. The recent hoopla over the snappy gamer’s article, which tried to call out fantastic games writers as being “overly intellectual” and ruining it for everyone else, so pooh pooh, made Leigh Alexander comment that, while the author was being a dick, he did kind of have a point.


All of which makes me think that, shock horror, Kieron Gillen and New Games Journalism maybe actually had the right idea. You really, truly can’t dissect a game without reducing it to less than its whole. I just don’t think it works as it fails to capture the essence of what’s really great about games and why we play them. What I believe Gillen was onto with NGJ was identifying and writing about ourselves. Ultimately, people and their reactions, their feelings, their thoughts their stories (which I am also a big fan of, gaming anecdotes [RPS’ Planetside, the 1% and the ‘I was there, man’ syndrome is an amazing example]) are always going to be more interesting to read than a technical breakdown of game mechanics and why the pistol in Halo 1 was overpowered.


So, let’s bring this train wreck to a conclusion – what am I trying to say? Is it misguided to attempt to nail down some important and novel terms and ways of thinking about games? Well, no not really, there’ll always be a place for that. But, if writing about games is going to really truly transcend accusations of ‘over thinking it all’ then I believe the blogosphere has got to stop trying to clinically explain ‘how it is’. Let it go a little more often - go a bit wild. I think the really successful writers are already doing it, and I tip my hat in the direction of Duncan Fyfe and his writing at Hit Self Destruct. Also, Rock, Paper, Shotgun are often exceptionally good at this too.


Lastly, to both the guys who I criticized earlier, please don’t take it personally. Feel free to disagree with me, take my argument apart and show me the gaping flaws in my logic – please tell me if you think I’m aiming way off base. I am eternally thankful that, largely, we’re all an incredibly mature, friendly and thoughtful bunch and that that in itself goes miles towards overcoming any disagreements.

Monday, 10 November 2008

Embodiment and Immersion: Fallout & Far Cry, FIGHT!


Not to harp on about a single topic or anything, but I’ve been pondering why I’ve felt so disappointed by Fallout 3. Yep, you read it right – I don’t entirely feel like the review scores it got were wholly deserved. I think I’m doubly stung because, in confluence with the hype train, they influenced my decision to go out and spend my hard earned dollars on the game. Okay, so I’m complicit in the last point for being a sucker for hype and the former can easily be countered by the suggestion that the review process is entirely subjective, which I tend to agree with, so lets skip past finger-pointing and try and identify why.


I’m a bit of a one trick pony at the moment, because I think it largely comes down to the sense of embodiment that the game offers, and certain things which only break my sense of immersion. For starters, when compared to Far Cry 2, my character in Fallout 3 feels like a lifeless sack of potatoes, and as Michael Abbott has recently noted, so do the other inhabitants. Why would I want to play a game in which I have to plod around everywhere like some machine reminiscent of Marvin the Paranoid Android when, with the swap of a disk and a click of a different icon on my desktop, I can effing sprint-slide into cover in Far Cry 2, and rip pieces of shrapnel from my body with a pair of pliers.


Secondly, and perhaps more importantly, as Kieron Gillen noted somewhere that I can’t seem to recall, in Fallout 3 you can do outrageous things like jump up on a table in the middle of a bar, and no-one cares. It would be fine, actually amazing, if there were responses for these out there actions but as it stands, nary a soul has one whit of a comment for many of the crazy things you can do in that game. And so as a player I find myself having to think up some (usually extremely tenuous) excuses for why other characters are downright uncaring about my kleptomania and other inexplicable behaviour, in order to maintain narrative coherence.


Take for example, any number of houses in Fallout: in a great many you will find a number of items that will fail to be marked as ‘owned’ by another character (shown by red text in game) which when picked up by the player results in thievery. Obviously, the majority of these are accidents, but as a result of this accidental design I find my sense of immersion broken by having to do a kind of “meta” thinking and decide whether or not I would (in character) take these items. More often than not I find myself reacting purely out of function and take the items anyway (sometimes I don’t) and take advantage of the exploit, but the fact is that every time I do it is immersion breaking. In a similar vein, by allowing me to jump on a table before beginning a conversation with an NPC, Bethesda has allowed for the occurrence of a situation in which the logical response of an NPC (which could be anything from “What do you think you are doing?” to “Get off mah dinner table, whippersnapper!”) is not present within the game. I find this extremely irritating.



The obvious counter argument is that “well you should be role playing, and if your character wouldn’t stand on a table then neither should you” and I suppose that is a valid argument. However it is most definitely NOT how I want to play a videogame – for me it’s all or nothing. If you can do something in a game, then there should be an appropriate response for it. Why even bother to let me jump on tables? What purpose does it actually serve? It’s not even as if it would be impossible to implement a system to prevent the majority of these oddities. Far Cry 2 contrives to make 100% certain that, when in a context for which a certain kind of action makes no sense (read: certain indoor areas), then you are stripped of the mere possibility of performing an incongruous action. Most notably, when you meet with certain mission-critical people indoors, you can no longer run, jump or fire your weapon – often having had your weapons taken off you before entry. This makes perfect sense, so I am only too happy to oblige!


I believe some of the reason for my difficulty in accepting the incongruity of an NPC ignoring my strange behaviour comes from not possessing a strong skill at, or even inclination towards Role Playing. And yet, even Role Players I know have commended the vintage game, Deus Ex for some of the small details that work to build a consistent and convincing world, specifically the noting of your characters entry into the womens’ bathroom. It seems to me that, while it is undoubtedly possible to force ones self into a way of playing that “only makes sense” in the game world, it makes even more sense to me to enforce certain behaviors unless they serve a purpose. In an interview I conducted with Marty O’Donnell, the audio director for Bungie studios’ and responsible for the sound and music of the Halo series, for my recently completed thesis we got onto the topic of giving the player control over “every aspect of the game”. O’Donnell said to me,

…game players have gotten into a habit [of thinking] that they should have control over all these things and basically I’m saying, you know what, no – you shouldn’t.


So, Bethesda, if you’re listening; in the future, either put in things to make sense of all my possible actions or please, please limit them to just sensible ones.