Showing posts with label Fable 2. Show all posts
Showing posts with label Fable 2. Show all posts

Monday, 27 July 2009

An Open Letter To Nels Anderson; or, Morality Needs to F*** Right Off

Note from the author: I recently read a post by Nels Anderson on ‘Moral Development’ which has some comments on how different conceptions of morality can apply to games. I was distracted the first time I started reading it, and ended up deviating away to the Wikipedia page to read about ‘Kohlberg’s stages of moral development’. I finally went back to read the rest of the post weeks later and it got me so fired up in the passionate sense that I started writing a comment before realising that it would benefit from being posted here as an open letter instead. So here’s my response to Nel’s post:

…plumbing the depths… ‘who the fuck are these people?’… Neo-Nazi’s of the Fourth Reich… deep in the Kalahari… the Continued Survival of The American Dream…

Dear Nels,

I started writing this because I wanted to say to you that I thought your post about moral development in games was a fascinating read and I wanted to thank you for bringing it to our collective attention.

My fingers were rattling with a heat and fury, and I greatly desired to fire-off a vitriolic screed about very, very many games in some kind of Press Release from ‘The Institute of Freak Power Gaming’ saying how positively Neolithic it is that any game feature an incarnation of the dreaded good<–>evil slider system. But that wasn’t going to be enough. No, my friend, the situation calls for going much, much, deeper.

If a game is a conversation between the player and the developer, who the fuck are these people to tell me that I’m “evil” or “good” based upon… what? Their own standards for good behaviour… or maybe some arbitrary guidelines about proper conduct? In the immortal words of the pissed-off, progressively liberal Oz hip-hop collective know to the police as ‘The Herd’; “Fuck that!”

We know better than them, Nels. We know that in the real world there are no rules like this – the rules are what we write them to be, and doubly so for a made up simulation running on a computer! I don’t mean this in a neo-Nazi, Fourth Reich kind of way, but in a passionate anarchistic, newly enlightened devotee of ‘Kohlberg and his stages’ sense. Count me among the greats in my newly acquired desire to reach Kohlbergian enlightenment.

It takes some seriously sick and twisted fishhead logic to try and apply contemporary morality as reflected in our western legal system to a post-nuclear-winter future; a future that has been blown back to the stone ages, yet remains conveniently modern in it’s application of morality.

Have these people never seen The Gods Must Be Crazy? Even the idea of theft as crime or some kind of associated ‘negative action’ is contemporary! When your community has got shit-all to live on and you’re eating the scum that grows on the walls of your cave, you don’t really have anything worth stealing. Morality? What the fuck is that – they’re too busy trying to stay alive to give a damn about some ‘Karma points’ bullshit.

When that kid got hit on the head by the coke-bottle in the middle of the Kalahari, he had no idea he was about to witness the birth of theft in his tribe. When some crunched-on by middle-management Bethsoft code-monkey programmed in the bits that say a coke bottle can be ‘owned’ by a Non Player Character, some Deity higher up the food chain knew that they were inventing the concept of theft on a global scale. Did they even consider the idea that theft in this society would be different from our own? “Possession is 9/10ths of the Law” is the old saying, and I consider the Wasteland the perfect place to institute that final 1/10th. Theft is abstract and Bethesda codified it in ones and zeroes.

I haven’t actually played Zeno Clash, but it sounds like the antidote to this kind of straight-faced craziness – at least it wears it’s weirdness openly. I wager it’s one of the few sensible and serious games to say “Morality means whatever you want it to”. One of the others is Far Cry 2. Does Zeno Clash give you ‘negative Karma’ for kneeing people in the face? Does Far Cry 2 slap us on the wrist when we’re defoliating swaths of the jungle for personal gain and a return on investment that includes safe-house upgrades? Hocking know’s we’re no fools – we are no babes in swaddling cloth to be told “bad boy!” and given a slap on the wrist for being caught with our hands in the proverbial cookie jar. And we are well able to tell that we are doing some seriously weird things and unnatural things in the name of Continued Survival and The American Dream.

You an me Nels, we need to show these Neanderthal’s that these “Karmic” games are the truly strange and the people who make them are more twisted than Richard Nixon’s underpants on August 9, 1979. We need to start our version of Fight Club. Rather than fighting in basements and parking lots we’re fighting on the blogs and the podcasts. Hit me Nels – hard as you can! Let us fish-punch the good & the bad out the glass windows on the thirty-third floor of whatever building these atavistic bastards call Their Office. If they want to keep making games for the man-children with neck-beards and mushroom kingdom tattoos then We Are Going To Have Something To Say about it.

Yours Sincerely As Always,

Ben.

P.S. I am coming to Vancouver one day. Get the beers ready – we are going hunting.

Monday, 27 October 2008

Fable 2, Storytelling and Simulation Fever

I am confused about Fable 2. Actually, I take that back; I’m in equal measures annoyed and entertained by Fable 2.

Don’t get me wrong, I like it, just not in the way I like, say, Halo or Oblivion. A few things about the game irked me, right from the get-go and I had a really hard time figuring out exactly why. I think partly it’s to do with it’s own indecision about what narrative voice it wants to use, or better put, whether it wants to use one at all. When you start or continue a game of Fable 2, a voiceover narrator says “And so our story begins…” My own initial reaction was something along the lines of, ‘Okay so I’m to treat this game like I’m being told a story, I can do that’. That lasted for about as long as the introductory cut-scene, for after that it completely diverts from that aim. The narrator literally becomes a character in the story, which I felt really ruined that sense of being told a story. The narrator is no longer talking to me, but to my character now. What the heck?


The second thing that I think is a bit of an unnecessary ‘throwback’ in Fable 2 is the world itself. Game locations feel disconnected from one another and it takes multiple hours to walk from Bowerstone Lake to the city of Bowerstone. This is alright I suppose, but makes me wonder what happened to my hero in the intervening time. Surely he can’t just walk for 16 hours and have nothing at all happen worth seeing or doing – he’s a flipping hero for goodness sake, at the very least trouble is supposed to find him! In the rest of the world, I can barely go two seconds without something happening and I refuse to believe there are sections of the world of Albion where nothing happens. Alternatively, if it does, why don’t I know about it? No bandit attacks? No random balverines? Why doesn’t everybody just move to these obviously much safer places in the world and just never leave!


Further confusing the sense of a consistent world is the fact that some locations that would appear to be separated by the barest minimum distance (‘old town bowerstone’ being a one hour walk from ‘market bowerstone’ despite the fact that it’s the same city) insist on including some measure of the passage of time between them. This gripe is somewhat answered by the fact that time passes so ridiculously quickly in the game (I have no idea why somebody thought 5 minutes to the day was a sensible time ratio), but that in itself also rather annoys me. What is the point of making the day pass so quickly, especially when one can at any point choose to skip anywhere between 6 hours and 7 days at a time anyway?


I guess a lot of this seems like just rather sloppy design to me. The easy answer for both these problems seems to me to be the inclusion of some form of overland map (think any Black Isle D&D game ever) to show the players travel and include the possibility for random encounters. Yes, I do see the irony in me telling a game designer how to improve their game, but sometimes an outside perspective is just what the doctor ordered.


As you can probably tell (and longtime readers will probably have picked up long ago) consistency within a game’s simulation logic (if that’s an appropriate name for it) is one of my desires for all games, and a big deal for me. Ian Bogost coined the term “simulation fever” for a player’s subjective responses to ‘the omissions and inclusions of a…system.’[1] He also says that ‘objective simulation is a myth because games cannot help but carry the baggage of ideology.’[2] So I guess what I’m articulating here is my own brand of simulation fever, which Fable 2 causes in me.


However, I’ll be the first to admit that I’m a fickle creature and I’ll like whatever I like thankyouverymuch. I know that in my time I’ve probably overlooked things that would be glaring deal-breakers for others in games and other media, so c'est la vie. If someone has a way of viewing these problems I have with Fable 2 I’d love to hear them – they might help me enjoy the game more, after all.



[1] Ian Bogost, Unit Operations, p.132

[2] Ibid., p.135