Video Games

The Motion Control Sip Test

A few weeks ago, Microsoft and Sony unveiled rival motion control systems, presumably in response to Nintendo’s dominant market position. The Wii has sold much better than both the Xbox 360 and the PS3 (to the point where sales of Xbox and PS3 combined are around the same as the Wii), so I suppose it’s only natural for the competition to adapt. To be honest, I’m not sure how wise that would be… or rather, I’m not sure Sony and Microsoft are imitating the right things. Microsoft’s Project Natal seems quite ambitious in that it relies completely on gestures and voice (no controllers!). The Sony motion control system, which relies on a camera and two handheld wands, seems somewhat similar to the Wii in that there are still controllers and buttons. Incidentally, the Wii actually released Wii Motion Plus, an improvement to their already dominant system.

My first thought at a way to compete with the Wii would have been along similar lines, but not for the reasons I suspect Microsoft and Sony released their solutions. The problem for MS & Sony is that the Wii is the unquestionable winner of this generation of gaming consoles, and everyone knows that. A third party video game developer can create a game for a console with an install base of 20 million (the PS3), 30 million (Xbox) or 50 million (Wii). Since the PS3 and Xbox have similar controllers, 3rd parties can often release games on both consoles, though there is overhead in porting your code to both systems. This gives a rough parity between those two systems and the Wii… until you realize that developing games for the Xbox/PS3 means HD and that means those games will be much more costly (in both time and money) to develop. On the other hand, you could reach the same size audience by developing a game for the Wii, using standard definition (which is much easier to develop for) and not having to worry about compatibility issues between two consoles.

The problem with Natal and Sony’s Wands is that they basically represent brand new consoles. This totally negates the third party advantage of releasing a game on both platforms. Now a third party developer who wants to create a motion control game is forced to choose between two underperforming platforms and one undisputed leader in the field. How do you think that’s going to go?

Microsoft’s system seems to be the most interesting in that they’re trying something much different than Nintendo or Sony. But “interesting” doesn’t necessarily translate into successful, and from what I’ve read, Natal is a long ways away from production quality. Yeah, the marketing video they created is pretty neat, but from what I can tell, it doesn’t quite work that well yet. Even MS execs are saying that what’s in the video is “conceptual” and what they “hope” to have at launch. If they launch it at all. I’d be surprised if what we’re seeing is ever truly launched. Yeah, the Minority Report interface (which is basically what Natal is) really looks cool, but I have my doubts about how easy it will be to actually use. Won’t your arms get tired? Why use motion gestures for something that is so much easier and more precise with a mouse?

Sony’s system seems to be less ambitious, but also too different from Nintendo’s Wiimote. If I were at Sony, I would have tried to duplicate the Wiimote almost exactly. Why? Because then you give 3rd party developers the option of developing for Wii then porting to PS3, thus enlarging the pie from 50 million to 70 million with minimal effort. Sure the graphics wouldn’t be as impressive as other PS3 efforts, but as the Wii has amply demonstrated, you don’t need unbelievable graphics to be successful. The PS3 would probably need a way to upscale the SD graphics to ensure they don’t look horrible, but that should be easy enough. I’m sure there would be some sort of legal issue with that idea, but I’m also sure Sony could weasel their way out of any such troubles. To be clear, this strategy wouldn’t have a chance at cutting into Wii sales – it’s more of a holding pattern, a way to stop the bleeding (it might help them compete with MS though). Theoretically, Sony’s system isn’t done yet either and could be made into something that could get Wii ports, but somehow I’m doubting that will actually be in the works.

The big problem with both Sony and Microsoft’s answer to the Wiimote is that they’ve completely misjudged what made the Wii successful. It’s not the Wiimote and motion controls, though that’s part of it. It’s that Nintendo courted everyone, not just video gamers. They courted grandmas and kids and “hardcore” gamers and “casual” gamers and everyone inbetween. They changed video games from solitary entertainment to something that is played in living rooms with families and friends. They moved into the Blue Ocean and disrupted the gaming industry. The unique control system was important, but I think that’s because the control system was a signfier that the Wii was for everyone. The fact that it was simple and intuitive was more important than motion controls. The most important part of the process wasn’t motion controls, but rather Wii Sports. Yes, Wii Sports uses motion controls, and it uses them exceptionally well. It’s also extremely simple and easy to use and it was targeted towards everyone. It was a lot of fun to pop in Wii Sports and play some short games with your friends or family (or coworkers or enemies or strangers off the street or whoever).

The big problem for me is that even Nintendo hasn’t improved on motion controls much since then. It’s been 3 years since Wii Sports, and yet it’s still probably the best example of motion controls in action. I have not played any Wii Motion Plus games yet, so for me, the jury is still out on that one. However, I’m not that interested in playing the games I’m seeing for Motion Plus, let alone the prospect of paying for yet another peripheral for my Wii (though it does seem to be cheap). The other successful games for the Wii weren’t so much successful for their motion controls so much as other, intangible factors. Mario Kart is successful… because it’s always successful (incidentally, while I still enjoy playing with friends every now and again, the motion controls have nothing to do with that – it’s more just the nostagia I have for the original Mario Kart). Wii Fit has been an amazing success story for Nintendo, but it introduced a completely new peripheral and its success is probably more due to the fact that Nintendo was targeting more than just the core gamer audience with software that broadened what was possible on a video game console. Again, Nintendo’s success is due to their strategy of creating new customers and their marketing campaigns that follow the same strategy. Wii has a lot of games that have less than imaginitive motion controls – games which simply replace random button mashing with random stick waggling. But where they’re most successful seems to be where they target a broader audience. They also seem to be quite adept at playing on people’s nostalgia, hence I find myself playing new Mario, Zelda, and Metroid games, even when I don’t like some of them (I’m looking at you, Metroid Prime 3!)

Motion controls play a part in this, but they’re the least important part. Why? Because the same complaints I have for Natal and the Minority Report interface apply to the Wii (or the new PS3 system, for that matter). For example, take Metroid Prime 3. A FPS for the Wii! Watch how motion controls will revolutionize FPS! Well, not so much. There are a lot of reasons I don’t like the game, but one of the reasons was that you constantly had to have your Wiimote pointed up. If your hand strayed or you wanted to rest your wrists for a moment, your POV also strays. There are probably some other ways to do FPS on the Wii, but I’m not especially convinced (The Conduit looks promising, I guess) that a true FPS game will work that well on a Wii (heck, it doesn’t work that well on a PS3 or Xbox when compared to the PC). That’s probably why Rail Shooters have been much more successful on the Wii.

Part of the issue I have is that motion controls are great for short periods of time, but even when you’re playing a great motion control game like Wii Sports, playing for long periods of time has adverse affects (Wii elbow anyone?). Maybe that’s a good thing; maybe gamers shouldn’t spend so much time playing video games… but personally, I enjoy a nice marathon session every now and again.

You know what this reminds me of? New Coke. Seriously. Why did Coca-Cola change their time-honored and fabled secred formula? Because of the Pepsi Challenge. In the early 1980s, Coke was losing ground to Pepsi. Coke had long been the most popular soft drink, so they were quite concerned about their diminishing lead. Pepsi was growing closer to parity every day, and that’s when they started running these commercials pitting Coke vs. Pepsi. The Pepsi Challenge took dedicated Coke drinkers and asked them to take a sip from two different glasses, one labeled Q and one labeled M. Invariably, people chose the M glass, which was revealed to contain Pepsi. Coke initially disputed the results… until they started private running sip tests of their own. It turns out that people really did prefer Pepsi (hard as that may be for those of us who love Coke!). So Coke started tinkering with their secret formula, attempting to make it lighter and sweeter (i.e. more like Pepsi). Eventually, they got to a point where their new formulation consistently outperformed Pepsi in sip tests, and thus New Coke was born. Of course, we all know what happened. New Coke was a disaster. Coke drinkers were outraged, the company’s sales plunged, and Coke was forced to bring back the original formula as “Classic Coke” just a few months later (at which point New Coke practically disappeared). What’s more, Pepsi’s seemingly unstoppable ascendance never materialized. For the past 20-30 years, Coke has beaten Pepsi despite sip tests which say that it should be the other way around. What was going on here? Malcolm Gladwell explains this incident and the aftermath in his book Blink:

The difficulty with interpreting the Pepsi Challenge findings begins with the fact that they were based on what the industry calls a sip test or a CLT (central location test). Tasters don’t drink the entire can. They take a sip from a cup of each of the brands being tested and then make their choice. Now suppose I were to ask you to test a soft drink a little differently. What if you were to take a case of the drink home and tell me what you think after a few weeks? Would that change your opinion? It turns out it would. Carol Dollard, who worked for Pepsi for many years in new-product development, says, “I’ve seen many times when the CLT will give you one result and the home-use test will give you the exact opposite. For example, in a CLT, consumers might taste three or four different products in a row, taking a sip or a couple sips of each. A sip is very different from sitting and drinking a whole beverage on your own. Sometimes a sip tastes good and a whole bottle doesn’t. That’s why home-use tests give you the best information. The user isn’t in an artificial setting. They are at home, sitting in front of the TV, and the way they feel in that situation is the most reflective of how they will behave when the product hits the market.”

Dollard says, for instance, that one of the biases in a sip test is toward sweetness: “If you only test in a sip test, consumers will like the sweeter product. But when they have to drink a whole bottle or can, that sweetness can get really overpowering or cloying.” Pepsi is sweeter than Coke, so right away it had a big advantage in a sip test. Pepsi is also characterized by a citrusy flavor burst, unlike the more raisiny-vanilla taste of Coke. But that burst tends to dissipate over the course of an entire can, and that is another reason Coke suffered by comparison. Pepsi, in short, is a drink built to shine in a sip test. Does this mean that the Pepsi Challenge was a fraud? Not at all. It just means that we have two different reactions to colas. We have one reaction after taking a sip, and we have another reaction after drinking a whole can.

To me, motion controls seem like a video game sip test. The analogy isn’t perfect, because I think that motion controls are here to stay, but I think the idea is relevant. Coke is like Sony – they look at a successful competitor and completely misjudge what made them successful. Yes, motion controls are a part of the Wii’s success, but their true success lies elsewhere. In small doses and optimized for certain games (like bowling or tennis), nothing can beat motion controls. In larger doses with other types of games, motion controls have a long ways to go (and they make my arm sore). Microsoft and Sony certainly don’t seem to be abandoning their standard controllers, and even the Wii has a “Classic Controller”, and I think that’s about right. Motion controls have secured a place in gaming going forward, but I don’t see it completely displacing good old-fashioned button mashing either.

Update: Incidentally, I forgot to mention the best motion control game I’ve played since Wii Sports has been… Flower, for the PS3. Flower is also probably a good example of a game that makes excellent use of motion controls, but hasn’t achieved anywhere near the success of Nintendo’s games. It’s not because it isn’t a good game (it is most definitely an excellent game, and the motion controls are great), it’s because it doesn’t expand the audience the way Nintendo does. If Natal and Sony’s new system do make it to market, and if they do manage to release good games (and those are two big “ifs”), I suspect it won’t matter much…

Fallout 3 Thoughts

I’ve spent the past month or so playing through Fallout 3. I realize I’m a little late to the party, but here are some thoughts:

  • Overall, I suppose I liked the game. Strangely, that sort of begrudging “it’s good, but meh…” response seems to be the general consensus – at least among the 3 folks I read (ok, so he was perhaps a bit less than “meh”) and watch. Honestly, when I first thought about posting on the game, I had the same “Yeah, it’s allright!” fake-out review as Yahtzee. But I did like the game enough to finish it and according to the game’s timer, I spent around 40 hours of time playing it. Considering that I never managed to finish Oblivion and indeed, gave up on it after just a few hours, that’s not so bad.
  • Speaking of Oblivion, this game is pretty much exactly the same, but with a different setting. And shotguns. It’s the shotguns that really did it for me, as first-person sword fighting is kinda weak (and yes, I realize I could use some sort of long distance magic in Oblivion, but still).
  • And with shotguns comes one of the game’s most vaunted features – the V.A.T.S. aiming system. Basically, when fighting, you can hit a button, and the game pauses and displayes your enemy along with various targets on their body and a percentage indicating how easy it is to hit. Hitting different areas has different effects. Hitting the legs will cripple your enemy, slowing them down. Hitting their arm might cause them to drop their weapon. And so on. When you attack using V.A.T.S., the game also shows you a variety of slow-motion animations of your attack. You’d think this would get old, but nope, watching a super-mutant’s head explode is always pretty awesome. There are limited “action points” though, so this system does sometimes force you to fire away in real-time (and as a standard FPS, the game is not quite up to par with the competition) or at least, run away and hide until your action points recharge. The system is basically a way to mix the traditional RPG turn-based strategy with FPS action. A lot of people hate this and think the game is bad at both, but I enjoyed it well enough. It’s not perfect and I think it could be improved a bit by increasing the action points (or their recharge rate), but it works and I’d be interested to see how this sort of gameplay will evolve.
  • As storylines go, I guess it’s ok. Nothing particularly special, and the main thread makes sense and has some neat sub-quests (for some reason, I particularly enjoyed the Matrix-like simulation quest). Most of the side quests end up being “fetch” quests, but there’s still some fun to be had. Also, there are a TON of side quests and at 40 hours, I still feel like I’ve barely scratched the surface.
  • One of the things that bothered me about the game is that I felt like I had to really have a sizeable chunk of time set aside to play it. I feel like the game requires at least 2 hours or so in order to have a productive session, and there were plenty of times when I played for 2 hours and felt like I didn’t get anywhere. There’s definitely something weird going on here though, because the game I’m playing now (Burnout Paradise) doesn’t require any such long periods of time, yet I find myself playing for longer than 2 hours at a time and not minding it at all. I’m guessing that’s because I actually accomplish something every time I play Burnout for more than 15 minutes.
  • Whoever designed the concept of the metro system in this game needs to do some soul searching, because their game design skills are weak. Ok, so that’s a bit harsh, but the amount of time I spent lost in the metro system, just trying to find my way to the marker on the map, was truly frustrating. Every metro station looks the same, and the destinations don’t seem to match any reasonable geographic pattern. I would constantly find myself way off where I thought I was heading. Without the metro system, my experience with the game would have improved considerably.
  • I don’t get the appeal of post-apocalyptic settings. Obviously, it can be interesting, but I feel like they’re overused these days…
  • Games like this tend to bring out my pack-rat nature. I found myself chronically out of inventory space, which got kinda frustrating at times. Yeah, yeah, you’re not supposed to keep every gun type you find and you’re obviously not going to use all the components you find, but I have a compulsion. Seriously, the one time I got fed up and sold off a bunch of my stuff, I met up with some NPCs who told me that they needed a fission battery to escape… and I had just sold like 5 of them. All RPGs have to impose some limits on inventory, and Fallout 3 is actually pretty forgiving in this regard, but I still find myself constantly falling into the trap of collecting junk I don’t need. When I enter a location, I feel obligated to go through every path, inspect every room, and look in every box (half of which are empty). This is obviously more of an issue with me personally than with the game, but I find it interesting, as it seems to crop up in a lot of games (I had similar issues with Dead Space).

So yeah, I liked it, kinda, and I might even play it again as a more “evil” person (my character this time around was a goody-goody guy), but not anytime soon…

Video Game Podcasts

Thanks to my recent interest in video games and with the end of one of my favorite movie podcasts, I’ve been looking to video game podcasts to augment my time. Alas, the pickins are somewhat slim. Still, there have been a few bright spots and I’ve found some other promising prospects as well.

  • Listen Up! – This podcast (formerly known as “1up Yours”) is put together by the fine folks over at 1up.com and can be quite entertaining. There are generally about 4 people on the program at any given time – the regular lineup seems to change up semi-frequently (though at the beginning of the year, several people left 1up to work for other publications or even game companies), but there seems to be a pretty constant core 3 people right now, with a rotating 4th person. Each episode runs about 2 hours or so and has a similar format. Each person talks about what games they’ve been playing that week (which generally takes up about half the show), followed by a segment or two on news, interviews, or questions from their audience. These guys play a lot of games (it is, after all, their job), probably wayyy more than you or I do, but I’ve found it to be somewhat interesting even when I’m not that familiar with the games they’re talking about (which is most of the time). Since they’re reviewers, they will often be playing games and giving impressions about them before release (this can be annoying when they say they played a game but can’t talk about it because of a press embargo or something). All in all, it’s a solid podcast, and they put out a large amount of content on a regular schedule. This has become one of my two main podcasts every week (the other being Filmspotting).
  • The Brainy Gamer Podcast – The companion podcast to Michael Abbott’s excellent video game blog, it often features interviews and commentary with prominent journalists or video game professionals. A typical episode runs about 1- 2 hours or so. There’s no set format really, so you can get an in depth discussion or a series of smaller discussions. Abbott is an intelligent guy and a decent interviewer, and the show often tackles subjects in ways you don’t normally associate with gamers. New episodes seem to be published once a month, towards the beginning of the month. Depending on what’s going on, it could be a single episode or multiple episodes (for instance, during the GDC conference, he published a couple of episodes at once, and he had a nice 3 part holiday edition as well). It’s not as regular as Listen Up, but it’s high quality stuff.
  • Out of the Game – This one’s a bit of a cheat since it doesn’t focus exclusively on video games, but I gather it’s put together by several former video game journalists who like to get together and talk about interesting stuff. There’s no real set format for the show, but they seem to come to each episode with a plan and that seems to work out well. It seems to be something of a media diet type show, where each person talks about what they’re reading/watching/playing… though it covers other topics as well (and often, they’ll discuss interesting ideas that are presented in the book/movie/tv show/game rather than just doing the standard review). The episodes come out around every other week and are typically somwhere between 1.5 and 2 hours long. This has become another of my favorite podcasts, perhaps because the people on the show are always discussing ideas and concepts that are really interesting…
  • A couple of now-defunct podcasts I like are Game Theory (no website anymore) and the long defunct Mastercritic (which was mostly movies, but was put together by people who worked on video games and who did occasional video game episodes).

It remains to be seen whether or not any of these will spur video game playing the way Filmspotting (then Cinecast) spurred moviewatching, but so far, I wouldn’t say that it has (perhaps because video games take so much longer to play – it’s much easier to keep up with a movie or two a week than it is to play 10 games a week.) Still, I find these podcasts pretty interesting and so long as they continue, I’ll be listening…

Cinematography and Art

A topic that has been coming up recently is how many video game makers seem to eschew the label of artist when talking about their work. The “are video games art?” discussion has gotten old and tiresome for many people even as the debate continues on in many forms. Part of the reason this is interesting to me is that it was never even really a question in my mind – video games were as legitimate an art form as any other. Perhaps this comes from growing up with games, but whatever the case, I’m interested in the subject, particularly because it seems like many of the most influential video game creators aren’t keen on describing themselves as artists.

One of the things that is often brought up in these discussions is the similarities and differences between video games and movies. It’s often said that movies were considered “artistically legitimate” right off the bat, and that may very well be the case, but I was watching a documentary called Visions of Light this weekend that touched on something relevant to this discussion. The doc follows the history of cinematography in movies and features many prominent cinematographers. I uploaded a short clip to youtube in which Stephen Burum (who worked on The Untouchables, among many other films) talks about how many of the classic DPs characterized their work:

Interestingly, it seems that many of the pioneers of cinematography didn’t consider themselves much of an artist. I think there’s also a similarity between a cinematographer and a video game designer (or coder, or artist, or any of the hundred other jobs it takes to make a modern game) in that they can both describe what they do as craftsmanlike. In the video above, the cinematographers didn’t admit to making art, instead referring to stuff as an “interesting effect,” which is a phrase I bet a lot of video game makers use. I don’t think this really settles anything, but it is perhaps more evidence of the fact that art is in the eye of the beholder. In the comments to my last post on the subject, my friend Dave posed the question “can something still be art if its creators don’t consider it art?” I think the answer is yes.

Art vs Entertainment

This may be somewhat repetitive considering some of my recent posts, but I have once again run accross a popular video game designer who bristles at the thought of video games as art. At GDC, there was apparently a “Rants” panel where various guests ranted about one aspect of the industry or another. Some of the rants include concerns about the way people write about games, metacritic scores, character diversity in games, and the uselessness of the old “hardcore” and “casual” labels. However, the most controversial and most-discussed rant was made by Heather Chaplin:

She argued that games’ age is not the correct source of blame for the often insultingly juvenile nature of games, the tiresome prevalence of space marines, bikini girls and typified young male power fantasies. Her point: Games aren’t adolescent. It’s game developers who are a bunch of, in her words, “fucking adolescents.”

Obviously, this raised some eyebrows (to put it nicely) in the audience. Game designer David Jaffe (perhaps best known for his work on God of War) wrote a long response on his blog and among many points, he included this (emphasis mine):

I think a mistake folks make- in any medium- is assuming we all want to be artistically relevant and important in the eyes of the intelligencia (sp?) of the world. I have to tell you: I think THAT desire is adolescent and spews from a place of need and want and lack of faith in ones own creative powers. And- most important- it gets in the way of creating truly great work (be it film, games, or books).

I don’t WANT to be an artist. I don’t WANT to make REVOLUTIONARY ROAD: THE GAME! I don’t want to be the Bob Dylan of games or make the Citizen Kane of games. I want to entertain people and I do not apologize for that. I don’t NEED or WANT to go lecture at MIT or USC or any of these other game colleges that have been cranking out some amazing game makers who truly are key in the ‘games as art’ charge. As much as I love the work of THAT GAME COMPANY (and very much enjoyed your NPR interview last week with them) and as much as I admire work of Jonathan Blow and all the other folks who make the quirky, arty, and yes- perhaps- more meaningful games, I do not want to BE them. And I think I speak for the majority of game makers everywhere when I say that.

This is the third time I’ve come on this blog and pointed to a renowned video game designer who has basically said that the games they create are not “art”. What’s going on here? One of the things each of these guys has mentioned is that their true goal is to make games that entertain people. The struggle seems to be that for whatever reason, art is not equated with entertainment… indeed, it seems like most video game designers are worried about art ruining the entertainment value of their games.

This is an interesting conjecture. When it comes to the Are Video Games Art? debate, movies are often brought up as a comparison point (perhaps due to the visual and auditory nature of both mediums). And in the movie business today, there also seems to be something of a schism between “art films” and “popular films”. I’m not sure when this happened (perhaps I’m only now coming to this conclusion after a lifetime of watching film and seeking out new and different material, including foreign and so-called art films), but it seems to be very pronounced today, particularly in the independent movie world. A lot of mainsteam Hollywood fare is focus-grouped to death and neutered to a point where no one can be offended by the result (I don’t think the degree to which this happens is as large as most though, and think there are plenty of examples to the contrary). You end up with something bland that is made to appeal to everyone, and as such, it appeals to no one in particular. On the other end of the spectrum, you have your typical independent or artistic film which often seems to revel in the freedom to be provocative and controversial (these are often studio pictures too). These are films that revel in self-loathing and “challenge the popular paradigm of dominant culture” or something along those lines. As such, a lot of these films come off as being pretentious, self-indulgent, boring crap. Yes, yes, you’re exploring non-traditional narrative structure whilst deconstructing the nature of capitalism and the suburbs, but your film is boring. In other words, I don’t think it’s an accident that Jaffe used “REVOLUTIONARY ROAD: THE GAME” as his example.

What I just described as mainstream and independent or artistic films are basically stereotypes. Most films probably don’t fit much into either category, but I think the stereotype does hold a place in current public perception of the film world. I find this interesting, because video games are similar in a lot of ways. There is an indie movement in video games, and they are roughly analogous to the indie film movement. So perhaps it’s not surprising that mainstream designers like Jaffe don’t want to be called “artists”. For whatever reason, “art” has been equated with pretentious, self-indulgent, boring crap. Who wants to be that?

The comparison of video games to film also brings the usual questions, most famously, where is the video game equivalent to Citizen Kane? In a recent article, Leigh Alexander wonders if that’s really what video games need.

There’s nothing wrong with craving watershed moments for video games, of course. But problem with the Citizen Kane question, as with other similar demands, is that it’s begun to reverberate wildly without any practical follow-through on what the answer might look like.

Being dissatisfied with the status quo is easy — proposing practical alternatives or concrete answers isn’t. …

“It’s a red herring, because we think that having a Citizen Kane will prove our artistic legitimacy, but masterworks are not how artistic legitimacy is proven anymore,” says renowned designer and academic Ian Bogost.

If more internet commentators did a quick Wikipedia check before leaping into the debate, they’d see that the Citizen Kane issue is moot, anyway. Although its cinema technique helped movies fully come into their own, films were generally considered “artistically legitimate” right off the bat, so there’s really no translatable parallel for games.

“The world doesn’t work that way anymore,” says Bogost.

I think Bogost has hit the nail on the head here. Back when movies began appearing, “art” hadn’t been deconstructed to death, so it wasn’t really a question. But since video games were invented after people started challenging the nature of art (and painting stuff like Campbell’s Soup Cans and calling it art, to pick an entirely arbitrary example), they’re held up to extra scrutiny.

It’s also interesting to consider that Citizen Kane is not very entertaining by itself. For film enthusiasts, it’s an extremely important and fascinating film because it gathered a bunch of existing techniques, invented some new ones, and mashed it all together to tell a story in a new and exciting way. However, if you’re not a film history buff, you’d be bored to tears. What made Citizen Kane great has been appropriated, improved upon and contextualized over the years to a point where most people won’t see anything new and exciting in the film. For example, audiences at the time were wowed by Orson Welles’ use of flashbacks and deep focus. Today, you won’t even notice it because those things are a part of the standard movemaking toolkit. You’ve seen it a thousand times. So to me, Citizen Kane is an important movie because of the techniques it used, not the story it told. To truly enjoy Citizen Kane, you have to really be invested in the cultural and historical context in which it was produced. Video games have most probably had a series of Kane-like innovations over the years. Perhaps they were spread out over a multitude of games, but when you consider the evolution of games, well, we’ve come a long way. I’m probably not knowledgeable enough about video games to say for sure, but stuff like Wolfenstein and Doom (popularizing the FPS format) and GTA III (with its open-ended sandbox world) could very well represent Kane-like leaps.

Honestly, I still don’t understand the people who question the legitimacy of games as art, and I think all that questioning has driven a wedge between art and entertainment. To be sure, those are two different things, but to me, the best art is entertaining too (and vice versa). The problem is that when you equate art with pretentious, self-indulgent, boring crap (as many people apparently do), it drives designers who are interested in entertaining people to eschew art. The question I’m left with is this: If there was no question that games were art, would game designers be producing better games?

Philadelphia Film Festival: Playing Columbine

A few years ago, student filmmaker Danny Ledonne discovered a computer program called RPG Maker (which provides an easy way to create a video game without having to learn programming) and decided to make a game that would explore issues important to him. As a high school student in Colorado at the time of the Columbine shooting, he found that event to be particularly important in his life. He recognized himself in the shooters and wanted to make a game that explored that concept as well as the idea that video games were themselves responsible for the tragedy. So he made a game called Super Columbine Massacre RPG! where you play Eric Harris and Dylan Klebold and act out the massacre, following events on the day of the shootings and continuing after their suicide into hell (where they fight creatures from the video game Doom).

In 2005 he (anonymously) made the game available for free on the internet. He didn’t do much in the way of promotion for the game, but it almost immediately started garnering attention due to its controversial subject matter. Many people condemned the game and its creator, but it eventually started to pick up some supporters who mounted a defense. As a way of explaining his actions, Ledonne made a documentary called Playing Columbine in 2007 that covers why and how he created the game, and then springboards to broader discussions on the role of serious video games and art in our society.The film has been making its way through the festival circuit since then, including a the showing I saw yesterday at the PFF.

While I wouldn’t say that Ledonne is anywhere close to Errol Morris territory, I do think he has crafted an effective exploration of an intensely personal subject. Without knowing much about the game or the movie going in, I suspected that there might be something of a conflict of interests for Ledonne. Was this going to just be an exercise in self-serving defensiveness and bias, or would it be a legitimate exploration of video games, art, and culture? I’m happy to say that Ledonne has succeeded in making a movie that is more than just a defense of his simple game.

Of course, the film starts by detailing the controversy surrounding the game and the response to the game. However, the movie wisely strays from the game at almost every opportunity in order to explore broader and more interesting concepts such as the demonization of video games in the media, the value of video games as an artistic medium, censorship, responsibility and the nature of violence and school violence. There is a somewhat cyclical structure to the film, as each segment uses the Super Columbine Massacre RPG! game as a springboard to discuss different ideas and controversies surrounding video games in general. For instance, one segment covers an incident where the game was pulled from the Slamdance Film Festival‘s Guerrilla Gamemaker Competition by festival director Peter Baxter. As a result, half of the other game developers withdrew their games from consideration and USC pulled its sponsorship of the competition. The details of this particular story are interesting by themselves, but the movie uses this as a jumping-off point to discuss broader ideas of censorship and art.

The film is comprised primarily of talking head interviews intersperced with video game and movie clips, but Ledonne has done a great job assembling an appropriate and noteworthy cast of game developers, university professors, media experts, school shooting survivors and even game critics. Some notable names include Ian Bogost (video game professor and designer), Hal Halpin (founder of video game trade organization), Jenova Chen and Kellee Santiago (designers of Kaedrin favorite, Flower), Jack Thompson (attorney and anti-video game activist), and Andrew Lanza (NY State Senator and video game critic). There are lots of other worthy contributers as well, and they mostly have interesting and thought provoking things to say. By necessity, Ledonne himself also appears throughout the film (for example, there are excerpts of interviews and lectures he has done), but you see him as one of many video game designers and experts throughout the film, not as the director (unlike, say, Bowling for Columbine).

The movie obviously has its own bias, and the amount of time given to critics is dwarved by proponents, but the film does a good overall job of letting you know that fact. Perhaps it’s just my current obsession with video games and art, but I did thoroughly enjoy this film. Unfortunately, I it may be difficult to actually see the film, as there doesn’t appear to be any DVD release scheduled and I suspect there are a lot of clearance issues that would need to be worked out. Still, if you get a chance to watch it, I would recommend it. Even if you’re not interested in a Columbine game, the movie goes much deeper, exploring interesting and broader topics like censorship and violence in the media. Speaking of which, I’m reminded of this exchange from the Acts of Gord:

“We would like a quote for the front page of the newspaper talking about videogame violence, and it’s possible impact on society.”

“Video games don’t make people more violent, and I’ll kill anyone who disagrees.”

<dramatic pause>

“I don’t think we can print that.”

Heh. I’m still not sure I’ll ever play the game, but that isn’t because I think there’s something wrong about its very existance or anything. Anyway, because of the game, we get a good, thought-provoking movie, which is good enough for me. ***

Video Games as Art

I recently wrote about Flower, a game which I think qualifies as art while losing none of it’s inherent entertainment value. Indeed, as I had mentioned in this old guest post by Kaedrin friend Samael, I have a pretty broad definition of art and have no issue seeing a wide variety of video games as art. However, it’s rather interesting that many of the people working in the field don’t see their efforts as art. In Sam’s post, he references an interview with Hideo Kojima (who, in Sam’s words, “is one of the most significant forces in video games today, the creator of Metal Gear”), who says “I believe that games are not art, and will never be art.”

Last week at GDC, there was a panel featuring three highly respected game creators, including Fumito Ueda, lead designer and director of Shadow of the Colossus. My recent video game kick was set into motion by my purchase of a PS3, but I’ve also spent some time discovering and revisiting games for other systems… and one of the games I revisited was Shadow of the Colossus. It truly is an intriguing game and a wonderful idea. The game starts off typically enough – a lone rider approaches a temple with his dead lover in the hopes that the spirits that live in the temple will revive her. The rider is met by a disembodied voice, which tells him that he must defeat a series of Collosi before he can be reunited with his lover. This is where the game starts, but it’s also where the surprises start coming. There are no fantasy game or RPG staples like towns or NPCs and aside from the Colossi, there are no other “enemies” in the game. You spend a fair amount of time travelling through the expansive world the game has created, but the pretty landscapes are not broken up by small battles or other characters. To be sure, even the Colossi aren’t an enemy so much as they are an obstacle to your ultimate goal. Fighting the Colossi is also unusual in that each one has its own set of weaknesses and thus each one must be approached in a different manner. It’s more of a puzzle game, forcing you to observe the environment around you and the actions of the Colossus before acting. It’s very much a game that relies on the player’s ability of probing (i.e. the exploration of the game world and its possibilities).

This is an elegant idea for a video game. A game that basically features a series of 16 boss fights that are won or lost on the basis of thinking rather than brute force. Visually, the game is quite pretty. As I mentioned before, there are times when you must navigate through the game world… and nothing happens during that time. You simply ride your horse towards the next Colossus. There are occasionally mini-puzzles you must solve before getting to the Colossus, but for the most part, you are given a lot of time to think while riding around on your horse. The landscapes are sufficiently pretty and epic that they never become boring, and the game seems to relish these downtimes in order to give the player time to think about what they’re doing.

A Colossus

A Colosssus

I actually haven’t finished the game yet, and I have to admit that there are times when I’ve had to resort to a walkthrough to figure out how to defeat a few of the Colossi (in this and a couple of other areas, the game could perhaps use some work – however, this post is not about that), but I do find the game fascinating, in part because of the relatively silent moments navigating through the world. Even though I’m not at the end of the game, I have an inkling of what’s going to happen. I’m fairly certain that the spirits of the temple are misleading my character, and that there will be some sort of betrayal in the end. I seriously doubt my character will be reuinited with his lover, except possibly in death.

The reason I’m thinking this is how it will end is that the game’s story has all the earmarks of a traditional tragedy. What I’m seeing is a man motivated by the loss of a loved one. He is so blinded by his loss that he doesn’t recognize that he’s destroying these gigantic, beautiful creatures (some of whom are admittedly aggressive). I just can’t see this ending well. I have to admit that this feeling isn’t entirely based on the game itself. It’s been out for a while, and the way everyone talks about the game seems to indicate an unhappy ending. It seems that people who review the game try their hardest not to spoil the ending, but skirting around the issue is difficult and the game itself does point in that direction.

The interesting thing about this, to me, is that my feelings on the game are predicated on art. In this case, it is dramatic literature or more specifically, tragedy, that is informing my feelings for the game. While I have gleaned some idea of this from reading about the game, a lot of it came from the time for reflection that is seemingly built into the game. It seems to me that the makers of the game really did want players to take that time to think about the story of the game.

Interestingly, when asked about the game during the panel mentioned above, Ueda had this to say:

The second and final question, lauded Shadow of the Colossus as the posterchild of “games as art”, but Ueda disagreed. “My team and I are making a game which is close to art — that’s what people say. Personally I don’t think that way.”

“We’re making a game to entertain people. Sometimes my personality and my team’s might be reflected on the game, and it might look like art, but it is a game to entertain people. That kind of feedback is welcome but it’s not what I’m trying to achieve.”

What is going on here? Why is it that such prominent game creators are so reticent to call their games art? The answer seems to be that they are more focused on entertaining players of video games than engaging in artistic enterprises. I suppose there is something to that idea. In my mind the best art is also entertaining, and a lot of people who set out to create art often end up making something that is difficult to relate to or understand. Some artists see this difficulty as an ends unto itself and end up producing truly impenetrable works. However a lot of successful artists try their best to avoid such pitfalls. In my previous entry, several people asked author Neal Stephenson about how he comes up with various ideas or what he thinks his books represent, and his response to such questions is generally something about how he’s not that introspective about his work and that perhaps thinking to hard about such things would make his work worse. I think perhaps there is something to that.

Another idea was brought up by Emil Pagliarulo (lead designer of Fallout 3 among other games):

Pagliarulo took up this point in comparison to the film industry. “Early films were meant to entertain and became art along the way as part of that process… I think the whole Roger Ebert ‘are games art’ thing gets taken a little too far.”

“We’ll come into our own. We don’t have to push the issue. Who are we trying to impress? I think game developers should concentrate on making good games. The art thing will happen naturally.”

I think he’s on the right track there. I don’t know the answer, but I do wonder how early filmmakers thought of movies. Did D. W. Griffith consider himself an artist? When Sergei Eisenstein started formulating his theory of montage, did he consider what he was doing to be art or was he simply a craftsman figuring out how to use various tools? Was that even a question that was asked back then? This is something I’d have to look into more before saying for sure, but I wouldn’t be surprised if Griffith or Eisenstein did not consider themselves artists. The interesting thing about video games is that they are such a young medium and that they’ve come a long way in such a short time. In the quote above, Pagliarulo mentions that the art thing will happen naturally, as if it hasn’t happened yet. Again, I find this confusing. I’ve pretty much always considered video games art, in at least some ways.

There is a lot more to this subject than I’ve written about in this post (for instance, Pagliarulo made reference to Roger Ebert’s infamous stance that video games can’t be art), but what I wanted to explore was why video game creators tend to shy away from the artist label… The question that keeps popping up in my head is whether or not entertainment can be art. To me, the two have always gone hand in hand. You can’t have entertainment without art and most art is meant to entertain (or at least, engage the consumer) in some way or another. I suppose there is a distinction to be made between entertainment and art – you can certainly be entertained by something that is bad art, or bored to tears by something that is good art. In the end, of course, it’s all subjective, but I still say that games are artistic and am not really sure why some people are so hesitant to call games art.

The Queues

As usual, my media diet consists of way more content than I could ever hope to consume in a reasonable timeframe. I know people don’t wait with baited breath to see what I think about some of this stuff (like they do with other folks) but I figured it might be worth throwing out a few lists of stuff I hope to be consuming in the coming months:

10 Already Released PS3 Games I Want to Play:

An interesting thing about this generation of video game consoles is that even though the PS3 is universally considered to be the least successful console (due to poor sales which are usually attributed to the PS3’s unusually high price tag coupled with an unforseen economic downturn), there is still a wealth of great games to be played. In previous generations, a console with the PS3’s market penetration would probably be dead in the water, with less and less support as time goes on. While I am starting to see some grumblings about less third party support, etc…, there are still a whole slew of games out there that I want to play.

  • Fallout 3: I actually bought this one a few weeks ago at the Circuit City sale, so it will be next. I haven’t started it yet because it seems like one of them open-ended, eats-your-soul-once-you-start-it games. I’ve been in the mood for an open ended RPG, and this one is described as Oblivion in a post-apocalyptic future setting, which sounds like it could be fun.
  • Valkyria Chronicles: Of the games on this list, this game intrigues me the most. Almost universally hailed as the best game no one bought, this is a Japanese RPG that sounds like it has some unique gameplay elements and a stylistic Anime-like presentation (I understand that they’re actually making an Anime series adapted from the game’s story, which concerns a Switzerland-like nation that is invaded during a global war (or something along those lines)).
  • Everyday Shooter: This is one of those small, downloadable PSN games that sounds like an intriguing mixture of gameplay styles, from shoot-em-up to rythm game to puzzle game. The last time I tried something this experimental was with Flower, and that certainly worked out well, so I’m interested in this one too.
  • Uncharted: Drake’s Fortune: This seems very much like a standard action-adventure game… but it looks like a lot of fun too. Hopefully I’ll be able to pick it up relatively cheap.
  • Burnout Paradise: I’m not usually a fan of racing games, but this game seems like a lot of fun, partially because it’s not all just racing around a track. Indeed, it’s touted as a sandbox world where you just drive around and try out various missions. I’ve played the demo, and I have to admit that it seems like a lot of fun (and it’s available relatively cheap too).
  • Savage Moon: Another PSN game, though this one is less experimental. It’s basically another tower defense game, with a SF, almost Starship Troopers style theme. Looks like fun to me.
  • Killzone 2: I’m sure at some point in the next year, I’ll be craving some FPS action, and this game looks like it’ll fit the bill nicely.
  • Prince of Persia: I’ve actually never played any of the Prince of Persia games, but from what I’ve heard about this game, it seems like they’ve taken out all of the frustrating elements of typical platformers and made the game a lot more playable. This seems right up my alley, even if I’m not that familiar with the series…
  • Little Big Planet: I have to admit to being a little lukewarm about this game. Sometimes it sounds like a blast, other times it sounds like it might not be as much fun. Still, it seems like Sony is really trying something different with this game.
  • Star Wars: The Force Unleashed: If only I knew the power of the dark side, perhaps I wouldn’t want to play the game. But I can’t help myself.

5 Forthcoming PS3 Games I Want to Play:

Interestingly, most of these are PS3 exclusives, and there are a few others that sound entertaining to me as well. Too many games, too little time.

  • God of War III: It’s not clear if this is coming out in 4Q 2009 or 1Q 2010, but in either case, this is one of those PS3 showcase games that looks like it will be taking advantage of all the PS3 hardware has to offer. From the previews, the game looks gorgeous. The first God of War has become the standard by which I judge all action-adventure games, so I’m really looking forward to this game.
  • Heavy Rain: I’ve heard a lot of really encouraging things about this game. First, the game is supposed to feature the most photo-realistic graphics evar, including effectively rendered CGI characters (apparently a massive amount of motion-capture was done for the game). Secondly, and more importantly, this game seems to feature a story that is morally complex and mature (in the real sense of that word, not in the violence and sex sense usually applicable to video games, though I’m sure both will feature in the game). It sounds like the game is really going to be breaking new ground in terms of gameplay and will hopefully give us a story where you have to face the consequences for your actions (something most games aren’t so great at). I was listening to the 1up Listen Up podcast the other day, and one of the hosts mentioned meeting this game’s creator, who said something to the effect of this game being meant to be playable by people who don’t have a lot of time and just want to come home and play for a half hour at a time, etc… Not a ton of info out there on this yet, but I do find this game intriguing.
  • NHL 2010: I’ve always loved Hockey video games and if it weren’t for the lack of PS3 trophies in NHL 09, I’d probably already own that one. But there are more than enough games to keep me busy over the next few months, so I can wait.
  • Uncharted 2: Among Thieves: I suppose this one is pending how much I like the first Uncharted game, but assuming I like it, this one seems like a good next step.
  • Bionic Commando: The original Bionic Commando was the first game I got for the NES, and so it holds a special place in my heart. This new game sounds interesting (main character is voiced by Kaedrin fave Mike Patton), though I think I’ll wait and see what the reactions are upon its release.

5 Books I Want to Read:

The book queue is infamously large, but these are books I actually own and are sitting on my shelf, just waiting to be read or re-read.

  • Downtiming the Night Side by Jack Chalker: A time travel story recommended by SDB and corroborated by Kaedrin friend foucault, I’ve actually just started this. I’m a sucker for time travel stories, so I’m looking forward to this (so far, so good).
  • Alice’s Adventures In Wonderland & Through the Looking Glass by Lewis Carroll: I read this a long, long time ago… and I’m betting that a lot of it went over my head the first time I read it. As such, I figured it was time to revisit it, so I dug up my copy and will be reading it at some point. Also, I’m pretty sure Tim Burton will mess up the film adaptation… so I want to make sure I’m up to speed on the original before blasting Burton (though I suppose he could pull it off, which would be a nice surprise).
  • The Picture of Dorian Gray by Oscar Wilde: To be honest, I’m not sure what attracted me to this initially, but there it is, on my shelf, and it does sound interesting, so there.
  • Outliers by Malcolm Gladwell: Well, I really enjoyed The Tipping Point and Blink, so it’s only natural that I check this out.
  • Diaspora by Greg Egan: And as usual, the queue circles back around to hard SF. I don’t know much about this novel, but Egan is an author I’ve been meaning to check out and I’ve heard good things about this book.

5 Anime Series I Want To Watch:

Yes, I still watch Anime. But as you can see from this post, there are lots of other things competing for my attention, which is why Anime posts come at an agonizingly slow pace. I don’t see this changing anytime soon, but there are lots of Anime series and movies that I want to watch.

  • Noir: Based mostly on the high marks given to the series by SDB, but it also sounds like an interesting and harrowing story..
  • Ghost In the Shell: Stand Alone Complex 2nd Gig: Because I really enjoyed both movies and the first series. What can I say, I’m a sucker for the GitS series’ existential and technological themes, techno-thriller action, and, uh, Major Kusanagi. It’s also available on Netflix’s watch online functionality. Added to the fact that I’ve figured out how to stream Netflix to my PS3, this one is a no-brainer.
  • Banner of the Stars II: Because I liked Crest of the Stars and the first Banner of the Stars. The only thing that gives pause is that the third disc seems to be on semi-permanent “Very Long Wait” status at Netflix. This happend with Crest, and it was really, really annoying.
  • Samurai 7: Back when I originally asked for recommendations, Author pointed me towards this series, which intrigues me because it’s a remake of Seven Samurai. Author mentions that he was pleasantly surprised at the direction this series took and that it might be interesting to compare it to the original and other remakes like The Magnificent Seven. I like Seven Samurai a lot, so this sounds like a plan to me. Also, it’s one of the few Anime series available on Blu-Ray.
  • Avatar: The Last Airbender: Does this count as Anime? It’s American made, but seems to be heavily influenced by Anime. Regardless, it’s been recommended by Fledge and a few people I know IRL, so I figure it’s worth a shot.

5 Upcoming Movies I Want To See Even Though I Know They’ll Suck:

I did a list like this a couple years ago, and I wound up being pleasantly surprised by most (though not all) of the movies on the list.

  • Terminator Salvation: The first Terminator movie is one of my favorite movies of all time, so I’m always going to be interested in Terminator universe movies or shows. Heck, I’ve even watched a good portion of The Sarah Connor Chronicles, and that’s a horrible show. There are some encouraging things about this movie, but then, there’s also McG. The various previews and trailers I’ve seen leave me with mixed feelings, too, which can’t be a good sign.
  • Crank: High Voltage: There are no words for how ridiculous this looks. Even if it’s as big of a trainwreck as it seems, I have to watch it.
  • G.I. Joe: The Rise of Cobra: God help me.
  • Star Trek: It’s usually a bad sign when a struggling franchise reaches the point where they start doing prequels in an attempt to recapture the original’s magic. This is doubly bad for me, as I’ve never been that attached to the characters from the original series (much more of a TNG fan here). On the other hand, I was shocked at how well JJ Abrams resurrected the Mission Impossible franchise, so there’s that.
  • Avatar: I’m pretty sure this movie won’t suck. This is more of a desparate attempt to manage expecations. James Cameron is one of my favorite directors and he’s been away so long that I’m really excited to see what he does with this movie. Thus, I’m pretty sure it will be a letdown… unless I can get my expectations low enough that I’m pleasantly surprised. Wish me luck.

Well, that took longer than expected. That’s all for now…

Flower

The games I’ve played for the PS3 include Assassin’s Creed, the Resistance games, Call of Duty 4 and Dead Space. One thing all those games have in common is that they’re very violent. For crying out loud, the core gameplay of Dead Space is advertised as “strategic limb dismemberment.” Now, I’m not inclined to say there’s anything particularly awful about violent video games, but it can get to be a bit much. Enter Flower.

Flowers!

Instead of playing a grizzled space-marine or an assassin, you control… the wind! As you pass flowers, you cause them to bloom and you start to collect a trail of flower pedals. The flowers are arranged in various patterns and as you complete the series, you transform the environment or create a new windflow, among other results. These transformations are oddly satisfying. The landscapes change as you progress through the game, and strangely enough, there’s something of a narrative to the progression. Of course, there’s no exposition at all, which leaves the “story” (such as it is) open to interpretation, but there are some thrilling momemnts and even surprises in the game (including one “twist” about halfway through the game).

Controlling the wind is done by using the much-maligned Sixaxis tilting functionality of the PS3 controller, and pressing a button (any button) to “blow” the wind forward. Strangely enough, its exactly the sort of game you’d expect to see on the Wii… but it works just fine on the PS3. This game is a PS3 exclusive… and I have to admit that the visuals of the game are indeed very impressive. I’m not sure the game would work as well with the Wii’s graphics. Also worth mentioning is the music. As you pass each flower, you trigger a sound, usually some sort of chime, and in some situations you’re flying past flowers at a fast rate, chiming along with the background music.

The game is relatively short (3 or 4 hours), but it really is a fantastic game that brings about feelings I’m not used to getting from games. It’s a relaxing game. The simple gameplay style allows you to just sit back and enjoy what you’re seeing and hearing, even as you control what’s happening. However, don’t let the simplicity fool you. There is more depth here than is apparent at first glance. The game does have PS3 trophies, and some of them are rather complex (of course, some are rather simple, but there are tough ones as well). I would think that this is a game that most gamers would enjoy. I’d be really interested to see how non-gamers or casual-gamers would react to this game – much of what I’ve heard about the game comes from the typical hardcore gamers (not that they don’t like it, but I wonder if it’s the sort of game that could transcend gaming).

Now, I’m not as in love with the game as Brainy Gamer, but I like the game a lot, and it’s nice to play a game whose color palette goes beyond black, gray, brown, and muzzle-flash. I’m really glad I bought it (if you have a PS3, you can download the game in the PSN store for $9.99) and will most likely keep playing it fairly regularly.

ArsTechnica thinks the game is art and that it extends the conversation of what games are:

Whether or not Flower has a story is up to what you think is going on, and I’m unconvinced that the most topical explanation for the events in the game is the right one, or even the only one. Games are interactive in more ways than one, and playing Flower before it is released is actually something of a handicap; part of the draw of this game is going to be the discussions that it spawns across the gaming blogs and forums.

There will be some that simply don’t get it, and that’s OK. There will be some that don’t care for it; this is a game that isn’t for everyone. There will be others, and I am one of them, that will hear the game whisper to them when they close their eyes.

A while back, I posted a guest entry by my friend Samael (aka Roy) where we discussed video games as art. Sam and I pretty much agreed on a relatively broad definition of art… one that included the possibility of games. He distills the debate well:

The problem mostly seems to be that we’re asking the wrong questions. We shouldn’t be asking “are video games art” any more than we’d ask “are movies art.” It’s a loaded question and you’ll never come to any real answer, because the answer is going to depend completely on what movie you’re looking at, and who you’re asking. The same holds true with games. The question shouldn’t be whether all games are art, but whether a particular game has some artistic merrit. How we decide what counts as art is constantly up for debate, but there are games that raise such significant moral or philosophical questions, or have such an amazing sense of style, or tell such an amazing story, that it seems hard to argue that they have no artistic merrit.

And I firmly believe that Flower is one of those games. Furthermore, there is a stereotype for “artistic” games that they focus on the artistic side of the game so much that it isn’t fun to play… but for me, Flower is a clear repudiation of that argument. It’s gorgeous and it’s fun, and it is most definitely “art.”

More PS3 Reviews

A couple of other games that I’ve played for the PS3 lately:

  • Call of Duty 4: Modern Warfare: Remember when I said that most FPS games are set in WWII or some sort of futuristic Alien Invasion? Well the Call of Duty franchise is one of those WWII series. I played one of them once, but I don’t remember which one because they’re pretty much all the same. You kill Nazis! Well, CoD4 is set in the present day and features contemporary enemies… a setting that is surprisingly underused. Usually, game designers try to spice things up with zombies or aliens or other paranormal crap. Off the top of my head, the only game I can think of with a similar setting is Operation Flashpoint. But while that game was so realistic and complicated that a single shot from an enemy would probably kill you (though I still like the game, I eventually gave up on OF when I got to the squad based missions, which were just unplayable), CoD4 goes for more of an arcadey feel, and it’s a lot of fun.

    The game’s developers have crafted a surprisingly well balanced game. There are, of course, all the standard FPS tropes here, and these sequences are well balanced. However, what sets CoD4 apart from the crowd is that it managed to break up the gameplay every now and again, and in more ways than just the standard vehicle portion. For instance, there is a level where you take the gunner’s seat on a C130 and basically rain down destruction upond your enemies in coordination with a ground assault. Another standout is a sniper mission, which is optimized to actually let you use your sniper rifle (a feature that is surprisingly absent from most FPS games). In terms of weaponry, what you get is mostly standard and realistic.. but the weapons you use are generally pretty satisfying to use and like the sniper level, the game is relatively good about creating set-pieces that require the use of a certain weapon to get through.

    In terms of story, you’re mostly following around a British SAS squad and some US Marines, and there’s some story about Russians and terrorists who have a nuclear bomb, etc… It’s all very standard, but well executed. The single player game is really short and ends in a bit of an abrupt manner. Despite perhaps wanting some more closure than I got, I’m not sure the length is really that bad. What’s in the game is fantastic and I suspect that making the game longer would basically mean making it repetitious, which would have made the game seem more muddled. The game has a very deep multi-player mode that I’ve only really started to use (and, of course, got my arse handed to me). All in all, an above average FPS game with fun, balanced gampelay (if a little too short).

  • Dead Space: A third-person shooter and survival horror game that takes place on a large interstellar mining ship that is stationed around an alien planet. Of course, they’ve uncovered some sort of alien artifact that begins infecting the crew and turning them into monsters called Necromorphs. You play Isaac Clarke (a not-too-subtle nod to classic SF authors Isaac Asimov and Arthur C. Clarke), an engineer sent to help retake the infected mining ship. The game features an off-center, over-the-shoulder third-person view, and the interface tries something different by putting all the various readouts in the environment rather than some sort of HUD. Of course, most of these make no sense. For example, your life meter shows up as a series of bars accross your spine… So while you as the player can see it, Isaac would never be able to see it (he wears a helmet, so it’s conceivable that he has a HUD… but then, why advertise how weak you are to your enemies?) I know this is a nitpick, but that’s really just an indication that the game failed to fully immerse me in the gameplay. For a survival horror game, immersion is crucial, and this game consistently knocked me out of the world it was trying to create. There’s a lot to like about the game, but there were a few key elements that are just inexcusable. Chief among them is save points. All of the games I’d played for the PS3 up to this point have had really nice checkpoint/auto-save style systems. Ultimately, the save points are spaced close together and you never go too long without having an opportunity to save… which just begs the question of why they’re needed at all? Save points are a relic – David Wong perfectly summarized the issue years ago:

    This is a throwback to the arcade/NES days when physical limitations in the system wouldn’t allow you to save your progress just anywhere. There is no reason for this now. None. We’re busy. We’ve got work, appointments, phone calls. We shouldn’t tolerate an inability to save our progress in any piece of software.

    Half Life 2 did this perfectly–it auto-saved every few minutes, behind the scenes. You didn’t have to worry about it and you didn’t have to re-fight enemies you had already defeated.

    There are people who say that preventing saves adds to the “tension” of the game. Sure, in the sense that the fact that your 360 could catch on fire at any moment also adds to the tension. Face it, if the only way you can think of to add suspense to your game is to disable a feature of the hardware, then you suck at making games.

    Like I said, most of the games I’ve played on the PS3 so far were fantasic about this. They auto-saved every time something meaningful was accomplished. All Dead Space‘s save points serve to do is ruin immersion and remind you that you’re playing a game rather than fighting off the undead alien hordes. Again, the survival horror genre requires this more than any other type of game, so I’m baffled as to why they would choose to have save points.

    One of the neat things about the game is that killing the enemies require more than just shooting at them – you have to shoot them in such a way as to remove their limbs in order to kill them. This is an interesting way to differentiate the game mechanics of a standard shooter, and the weaponry is suited to this sort of cutting task. Unfortunately, the variation in weaponry is pointless. You would be fine if you only used the first weapon you come accross, the Plasma Cutter. Indeed, one of the PS3 trophies for the game is to complete the whole game with the Plasma Cutter – and I think that would be an easy trophy to earn (if I were willing to play the game again). Some of the other weapons are somewhat neat, but they’re also mostly unnecessary. Unlike the Resistance games or even CoD4, there’s nothing that is optimized for a specific weapon. Sure, the Line Cutter is great for taking out both legs in one shot, but it has a much slower fire rate. The Ripper is pretty neat and I’ve heard some people say that it’s overpowered, but I always had trouble with it. And so on. In any case, the core gameplay of fighting Necromorphs is pretty fun and one of the better things about the game.

    There are several other gameplay elements in this game – there’s a kinesis module that lets you move stuff around (though it’s generally used for stuff that would seem simpler if you could just use your arms), there’s a time-slowing mechanic that I always forget I even had, and the actually neat mechanic of zero-space maneuvering. There are a couple of interesting gun turrent style sequences that I enjoyed playing as well. Some mini-game style stuff shows up as well (i.e. zero-g basketball). So the various “strategic limb dismemberment” sequences are mixed up with various other tasks that require these other gameplay elements. Sometimes this is fun, sometimes it just seems rather pointless. All these different abilities also mean that the controller scheme is more complicated than usual, though for the most part, I didn’t have many problems.

    The atmosphere can be effective at times, what with the spooky noises and music and all. There are also lots of “boo” momeents when a body you thought was dead actually jumps up and attacks you, which generally leads you to stomp around on dead bodies just to make sure they’re really dead. Ultimately, like movies that overuse “boo” moments, they become progressively less effective as time moves on. There’s more to horror than just a startling moment, so when you add in the gameplay elements that take you out of the story (like the save points), the game becomes less effective. Story-wise, there’s not much going on. Isaac Clarke never actually talks during the course of the game, which is kinda weird and makes it a little difficult to tell what’s going on… his wife was apparently on the mining ship and is missing.. and the game tries to tease you by showing glimpses of her (or her voice) throughout the ship. One thing I will say is that the very end of the game (the last cutscene) was actually pretty great – I was glad I stuck with the game until the very end.

    For all my gripes, this game is actually pretty competent. It’s got some unique elements that perhaps make it worth playing, but there are several flaws that prevented me from loving the game. I pretty much agree with Yahtzee’s review of the game as well. Competent, but bland.

That’s all for now.