Archive for September, 2013

My Love/Hate Relationship With Video Games Part 3 – Myself

Monday, September 30th, 2013

This is part 3 of my Love/Hate Relationship with Video Games series. If you haven’t already, I suggest you read Part 1 and Part 2 first, so we’re all on the same page. Don’t worry, this article isn’t going anywhere. Probably.

As I’ve mentioned before, I’ve liked video games for as long as I can remember. Since the first time I was able to operate a joystick to make the character on the screen do what I wanted was magical. From then on, I wanted to experience more. I wanted to explore these virtual worlds and experience as many of these virtual stories as I could. I also wanted to absorb every shred of ancillary information I could find about the games I loved, canon or not. My passion for video games was so intense that even after I cut my left thumb on a jigsaw in shop class (in the Summer of 1992), I spent the next couple of weeks playing through Super Castlevania IV in spite of the agony, which left me with a pretty nice scar as a trophy.

Cutting my thumb open on a jigsaw is not enough to keep me from Super Castlevania IV

Cutting my thumb open on a jigsaw is not enough to keep me from Super Castlevania IV

This helped me out in a few different ways. We moved around a lot when I was younger, and by the time I graduated high school, I had gone to seven different schools. That meant that I was the new guy. A lot. And, as the new guy, I would usually hang out in the back of the class until I could find another kid who liked video games, and then try to make something happen. That mostly worked (not counting that one guy who decided to surreptitiously show me his wiener in the middle of math class (that actually happened)). But being a video game geek through the 1980s and 1990s was tough. I got a lot of grief from people because I might bring a copy of Nintendo Power to read before class started, or I might write a poem about a controller, or someone might start talking to me in shop class out of sheer boredom and make stuff up about games just to see how gullible I was (“Dude, you can totally shoot the dog in Duck Hunt and get a million points!” “If you go over the top of the screen in World 1-4 of Super Mario Bros., like, up by the score, you can totally skip straight to the end.” And so on), or because the other video game geek and I would talk quiz each other about some new game during homeroom, or any number of things. The point is, liking video games was still weird, and if you liked games, you were weird, and if you were weird, chances are, you got bullied.

Now, I don’t tell you all of this for your sympathy (not because I think I’m better than that). But I do think that it’s important to know where I’m coming from so that I can better paint a picture of where I’m going. I could talk about problems I had in my childhood all day, but most of that has nothing to do with video games, and isn’t really on the table today. That’s a part of my life that is behind me that I’ve dealt with and moved on from.

Once I graduated from the public school system and entered college where I didn’t have to deal with bullies and people who just didn’t like me for whatever reason, my whole worldview changed. As long as my work got done, I was free to like whatever geeky thing I wanted to, and nobody cared. I was even able to keep in contact with the few people I knew from public school that also liked video games. We could talk to each other at length (via X-Mail or AIM, or even on the telephone) about the latest and greatest games.

And it was great.

Around this time, I also discovered that LAN Parties were a thing, a place where I could get together with a few dozen people who were just like me (more or less), and we could play games, talk about games, and generally do whatever geeky thing we wanted to for two days or so and nobody cared.

And it was great.

I also started hanging out on my Friday and Saturday nights at one (or more) of the local arcades (back when those were a thing), making friends with all of the other people who hung out at arcades. We played arcade games and Lazer Tag, sometimes all night long, and nobody cared.

And it was great.

All of these things were great because it wasn’t just me experiencing them on my own. We had a community where we could share experiences with the games we were playing together, games we played on our own, and games we were looking forward to.

In short, we socialized. We shared our experiences and enhanced our enjoyment of whatever games we happened to play, and maybe convinced other people who had similar tastes to try out something that they otherwise might not have looked twice at.

But, some things started to happen all about the same time. Home consoles achieved graphical fidelity that matched or exceeded arcade games, and, with the enhanced penetration of broadband, you could find your favorite competitive game and play against an actual person somewhere in the world any time, day or night, from the comfort of your own house. Rendering the big selling points to going to an arcade in the first place moot, and arcades began their slow decline into irrelevance.

Computer games migrated to an increasingly-interconnected model where you either had to be online to play them at all or maybe just for multiplayer. But, again, with current penetration of broadband being what it is, you can find someone somewhere in the world that will play whatever game with you, any time, day or night. You can even buy, download, install, and play through a game without ever interacting with another actual human. It’s great!

Erm, sort of.

Don’t get me wrong. Video games are great. But it’s also great to be able to discuss them with someone. This applies to just about every form of entertainment, too. Saw a great movie? You want to tell someone about it. Read a great book? You want to tell someone about it. Heard a great new song? You want to tell someone about it.

But I’m at a point in my video-game-playing life where my video game tastes have diverged from the tastes of most of my remaining video-game-playing friends. Since the types of games we play don’t overlap much, we don’t usually have much to discuss. Secondly, I do a lot of my gaming alone, mostly due to the fact that I currently live alone, and, since a lot of my friends have gotten married and had kids while I haven’t, means, a lot of the time, we have even less to discuss. So, even on the off-chance that one of my friends is playing a game that we would both be interested in, they usually opt to play it with their significant other or their child, which is perfectly understandable, but that also means that if we want to play through something that I will end up either being the third wheel, or one of us will have already completed a portion of the game and want to speed through the parts that the other hasn’t already played through.

All of that is a long way of saying that: when I’m playing something new, I usually don’t have anyone around that I can share the experience with.

I think that’s why my backlog is so large. I still see and buy games that I want to play as often as I ever did, but without someone or a group of someones to share the experience with, my motivation to actually play through them has all but evaporated. I’ve taken a few steps to work around that with this very website (and a few others) along with the ‘Basscomm and (someone) play (something)‘ series over on Youtube. Which is a great start, but I need to keep moving. I need to keep sharing, keep participating, and keep my sense of wonder and, above all, keep having fun. I don’t need to force myself to play more games and just kind of hope that I’ll get over whatever it is that’s keeping me from making a dent in my backlog (that never works). I don’t need to chase and devour the flavor-of-the-week game as soon as it comes out. I don’t need to comb through mountains of news that isn’t really news and discuss every non-article to death. I don’t need to spend all my time reminiscing about how good things were during bygone days (even though they sometimes weren’t all that good). I need to figure out what it is that’s holding me back, realize that the way I used to do things may not work anymore, and figure out what I need to do to change what doesn’t really work into what does work. Video games have evolved significantly in the last 30 years, and there’s no reason that I can’t make some changes and meet them halfway.

I think I can manage that.

My love/hate relationship with video games part 2 – The Media

Sunday, September 22nd, 2013

Welcome to part two of my series exploring my relationship with video games. Part one is available here. I’ll wait while you get up to speed, and you can join me in the next paragraph.

Writing is hard. Maybe I should qualify that a little bit: writing things is easy, any schmuck can go to his local library, access a computer, and start up a blog for the low price of free. And just like that, you’re a blogger. No requirements, experience, or anything required other than being able to remember a password. The barriers to entry are the lowest they’ve ever been to be able to write about whatever pops into your head and present it before a worldwide audience. It’s actually kind of ridiculous. But actually getting someone, anyone, to read what you wrote? That’s the hard part. No matter how good your writing is (or how good you think your writing is), unless you get an audience for it, you’ll be just about as effective sitting at a rest stop in the middle of Arkansas, writing your articles in a spiral notebook, crumpling them up and throwing them at anyone that happens to walk by, and hoping that they’ll be interested enough to read what you threw.

So, you take the advice of the Old Guard that have been where you are now. The people who started out with nothing, grew it into a publishing empire, and get paid to do what you’ve wanted to do since you could hold a pencil: they get paid to play and write about video games. You write what you know. But you find that, since you’re not already in the news business, you don’t really know all that much that nobody else already knows, and what you do know has already been reported on by everyone. But, I mean, people already do that, right? Any major news story is going to be reported by everyone, so you can just use their same stories, slap a veneer of your own couple of sentences of commentary, and you’ve got a news article. Keep doing that all day every day and you have yourself a news site.

Kind of.

Creating something original that’s consistently great (or at least good) is hard, and the people who are truly great at it can make it look easy. So easy that people will see something successful, and immediately emulate it, maybe changing one or two details to ‘make it their own’ (“Everybody loves nostalgia, right? So how about we make a video series talking about some old games, but the hook is that the guy talking about them is furious. All the time. It’ll be hilarious!”). The problem is: it sometimes works. We eventually get to the point where (in this case) video game news spread across dozens of big sites and hundreds (maybe thousands) of smaller sites becomes a homogenized grey mass, with the occasional original piece thrown in for color. That’s just a fancy way of saying that the bulk of most video game news sites are interchangable, so why would I bother visiting more than one? For the original content? Nope. If Kotaku posts something interesting, Destructoid will mention it. If Joystiq posts something worth reading, the MTV Multiplayer blog has you covered.

That’s not new, I have some experience in the news industry, and it’s how news reporting has works. It’s understandable, really. There are only so many hours in a day, and if you had to personally research and vet everything that you posted, you’d only get two or three stories a day done, maximum. The world of video games is bigger than it’s ever been, and yet practically the only place you can find coverage of the industry is on the Internet. And on the Internet, for better or worse, coverage == blogs.

Blogs are interesting. They are (usually) easier to update than a static site, they can be updated any time by anyone without having to figure out how to upload a few new .html documents via FTP, and are good for things like a personal diary or, yes, even news coverage. In fact, that you’ll be hard pressed to find a site covering video game that isn’t a blog.

So many blogs

So many blogs

Why is that? Because it works. Why does it work? Well, for me, that’s trickier.

I grew up reading computer and video game magazines like BYTE and Compute!, and eventually stuff like the How to Win at Nintendo Games series, Nintendo Power, EGM, and the occasional GamePro. All of those are defunct now (although EGM has been revived, apparently), but before they left, they impressed one thing on me: people who write about video games (even when what’s getting written is aimed at a child) have a certain style. They would sometimes use words I didn’t know, which was totally fine, they’re professional writers, after all, I could glean the meaning or go research what the thing meant, which was great. It slyly made me learn something I would have never learned on my own while I was learning about something I wanted to know. It reminds me of a quote by Stan Lee (you know, the comic book guy (no, not that Comic Book Guy)):

“People thought (comics) were just for very, very young children or semi-literate adults; nobody had any respect for comics,” Lee said. “Little by little — and I’d like to think Marvel had something to do with that — I started using stories that had college-level vocabulary. I would use whatever word is apt in a sentence. If I would use like — oh, I don’t know — ‘misanthropic,’ let’s say, I’d go ahead and use it. I figured if the kids didn’t know what it meant, they’d get it by osmosis, by the use of the sentence. If they had to go to the dictionary and look it up, that wasn’t the worst thing that could happen.”

Which just a lot of words to say that these early writers started covering an unfamiliar medium using conventional media, and didn’t dumb down their writing for the masses. Things were a little stuffy, sure. But I loved it anyway. I always loved how the books and magazines I got my hands on felt like the writer was having fun exploring each of the games or programs he was covering. It’s like I had a relative who worked at the game factory, got the game a couple months early, and was excitedly telling me all about it.

Coverage of video games nowadays typically bucks all of that.

Sure, they put on the veneer of ‘hey, we like video games as much as you do, you should come let us tell you all about them (please visit our sponsors and click our ads)’. And that may be true, on a strictly personal level. The individual authors might actually love video games, but I do sometimes wonder (playing a lot of games is not necessarily the same as loving games). Regardless, the way old media covers news just doesn’t work well for video games, now that the Internet is a thing. Print and broadcast media are just animated corpses who don’t know they’re dead, and will continue shambling on until their viewership dies and that recurring subscription drawing directly from their checking account that they forgot about setting up in 1998 finally stops. Besides, websites are easier to update, can get information to more people more quickly, can be corrected in real-time if errors are discovered, and so on. Which is all true. And video games are a unique product, they combine elements of books, theater, music, art, mime, imagination, interactivity, and so on into a multimedia product that stands alone.

Websites are uniquely positioned to cover video games precisely because games and websites can both be a multimedia experience. We can get an image, hear a sample of a song, see the game in action. We can vicariously experience every facet of the game itself without actually playing the game. That’s huge.

But this is the Age of the Internet. We want more. So news sites get lots more screenshots and preview videos, because those are easy enough to get and to distribute to everyone.

But we want more.

So they track down concept art, game play trailers, and developers will sometimes cobble together ARGs to increase awareness of games. It’s a little more work, but you can’t start the hype machine too early, right?

But we want more.

So sites start to bug developers to give out any morsel of information about whatever they’re working on. We scour twitter and other social media pages for anything even resembling news, because game developers can’t have normal lives on social media, they have to answer questions about their games constantly, we obsessively check the trademark office to see if something’s been registered that might possibly be the title of a game a developer might be working on now or in the future, or not at all. It’s all filler, of course, but you have to put up something to take up the time between the Good Stuff(tm), right?

But we want more.

There isn’t much more in the official channels, so sites will start posting rumors, water-cooler talk, and what few unique pieces might come from other sites that you don’t visit (so you don’t have to sully your fingers by going there yourself, you see). It’s filler that gets put up between the filler we mentioned above. If we don’t have something new up for our readers every time they refresh the page, then they might look at another website for a few seconds, and that means that we’ve failed.

But we want more.

It’s New Games Journalism, and I’ve grown to hate it.

I realized a while ago that blogging can be a form of journalism, if done right, but a lot of the blogs just don’t do it right. They update so often and many of the articles have so little actual content, that I gradually began to tune them out in favor of the actual original pieces. The news and original reviews that I was coming to the site in the first place to see began to get more and more unpalatable. In an earlier article, I called it Nerd Pride or Nerd Arrogance, but I think it’s more accurate to call it Nerd Hubris. I pick on Destructoid a lot for this, because they’re one of the worst offenders (“We’re so awesome that you should visit our site and love us because we’re so awesome and edgy, and we’re also attention junkies, just like you would be if you were awesome like we are”). Other sites are more subtle, but the subtext of a lot of the articles is the same.

And I don’t have to like it. I could try to change the status quo. To buck the trend of those already bucking the trend, and try to at least start my own site, covering things the way I want them to be covered. Without all the navel-gazing, the hip-edginess, the firehose of constant updates in favor of longer, more researched pieces, and so on.

But I can’t.

I don’t have the time, the energy, or the connections to do anything like that full-time. I could throw away my current career and try to get a job at one of these places, you know, try to change them from the inside. But:

  1. If the hiring managers from one of those sites reads this article, I’m pretty sure they won’t want to hire me. Don’t want any trouble-starters, you know. Even though starting trouble and bucking the system is what they do
  2. For the less edgy sites, my lifelong passion for video games, and the nearly 12 years I’ve spent documenting is is completely worthless, as far as writing experience goes (believe me, I’ve applied to every site mentioned here, on and off since at least 2004)

So, am I bitter, angry, antagonistic, or some other negative adjective? No, not any more. I just have to change where I get my news. Once I stopped going to websites with writing styles I didn’t like that were covering games I didn’t care about, I started to feel a lot better about video games as a whole. And, yes, it’s true that I don’t usually know when the new Gears of Duty is coming out. Or obsess over every instance of a game developer losing his mind. But instead I have a lot more time to play the games I buy rather than obsessing over every detail of their inception, production, and release, then moving on to the next one as soon as they come out. I can enjoy video games on my terms. I’m not under constant pressure to get the new, hot thing, and I can appreciate games as more than an ephemeral experience.

And that’s really what it’s all about anyway.

My love/hate relationship with video games – Part 1 – The Games

Sunday, September 15th, 2013

I find myself in an odd place these days. No, not Indiana, although that is fairly weird.

No, I find myself in the position of someone who used to love video games, and eventually got to a point where they don’t excite him much any more. So he begins to wonder if he really still likes video games or if he’s just clinging to something far after it ceased being interesting in the hopes that by sheer force of will he can make it interesting again.

See? Weird.

This has been gnawing at me since at least the last E3, and probably before. I watched the Microsoft and the Sony keynote presentations and felt… nothing much (Nintendo didn’t even have a keynote at E3 this year, and that should have been a giant, throbbing clue to me).

And why not?

That’s tougher to answer, and while I stuck it in my head to percolate over the next several months, I began to realize that E3 as a whole hasn’t really featured much that I found interesting in several years. The show no longer gets me excited. Not only that, but games that get the most press at the event don’t even register as a blip on my radar. Video games media (such as it is) can’t possibly cover everything, I get that (but when they update 30 or more times per day, I kind of wonder how they don’t), so they logically have to pick and choose what they think that their readership will be interested in. Again, I get that. You have to give your audience what they want so they keep coming back and generating those sweet, sweet page views (and ad revenue).

But what a lot of these sites were covering (both during E3 and the rest of the year) stopped being interesting to me. As a result (partially because of the games they cover, but also partly due to the attitudes of most bloggers, er, games journalists, which we’ll delve into in a later article), I stopped visiting practically every video-game website I used to spend hours upon hours going to, and withdrew almost completely from just about every game community I was even peripherally involved in, even this very site, the site that I had put together on a whim between classes while I was slogging through college. The site that was originally set up to document my love of video games started to languish. I started to unconsciously become convinced that video games as a whole had largely passed me by. They moved on into the future while I was stuck in the past lamenting how things were so much better during the Nintendo 64/Playstation/Dreamcast days.

Why did I think things were better then? Was it because they actually were better or was I remembering things through my own personal fog (note – “Ew.”) and focusing on the good while ignoring the bad?

I have been chewing on this conundrum for a long time, and it’s been incredibly frustrating that I just couldn’t put a finger on it.

So I just kind of let those feelings continue to fester in the back of my mind, always doubting that I truly still enjoyed video games, forcing myself to play the occasional game that everyone told me was great, but I couldn’t get into. even though I picked up the odd title here or there, and moved on with my life. I’d built a wall of old-school games and whatever nostalgia I had left to insulate me from the World of Videogames ™ at large. It was comfortable in there, and I could take a peek outside once in a while to see if the industry was still chugging along without me. It was. I no longer had a finger on the pulse of what was going on from day to day (or from hour to hour), so I could see everything from a kind-of detached viewpoint, mutter to myself that, “Yep, still don’t like it”, and move back into my hidey-hole.

And I reflected.

I reflected on what got me here. Why I liked video games in the first place. One of my earliest video game memories is playing Super Pac-Man in some local dive, which would have been around 30 years ago (yikes). I loved it. Nothing about the game was based in anything resembling reality (except maybe the food items), and I was able to briefly live vicariously through a character to do something completely impossible in a surreal world. That’s huge. For the price of a quarter I gained the ability to enter the imagination of someone else and do things that either couldn’t happen in real life, or that would get me killed if I tried. And I loved it all. Practically every video game I played offered something unique, and I wanted to keep going to the next game to see what else there was to see, hear, or experience.

Recently, while I was waxing nostalgic, I rediscovered the blog of John Kricfalusi (autoplay sound warning), and began re-reading through the archives. It might sound like a weird thing for a guy like me to do that since a lot of his posts are geared toward cartoon art and design and I’m not much of an artist. But I like old cartoons, and cartoons have a lot in common with video games – besides, it’s fun to take a peek behind the curtain to see how things get made, it’s why I occasionally watch a woodworking show even though I can barely build a shelf. Even though most of John’s posts aren’t really directed to non-cartoonists like me, there’s a lot to be gained from reading about the subject from a guy who clearly loves the medium and wants anyone involved in the process of making cartoons to be better. One post in particular had a passage that really stood out for me:

Why do bland characters exist in the first place?

What is the purpose of characters with no distinctive traits?

I have a theory that I don’t totally believe. Most animated features want to outspend the competition. The films are built on special effects, spectacle, details, crowds and a showing off of how much money they can burn. With that kind of story maybe strong characters would distract the audience from the impressive flying money.

Maybe the film makers think you need a central character with no distinctive traits so that you can piggy back him through the movie and experience the expensive special effects, wobbly cameras and spectacle through him.

You project your personality onto the blank slate and go on a roller coaster ride.

I personally think that is a rotten excuse to have a bland character and to tell you the truth I doubt that’s what the makers of these pictures have in mind.

Why are there blands then if it’s not on purpose? Because the cartoon makers don’t actually think about what they are doing or why. They just do it by rote. I doubt they even realize these characters are bland. They just have watched so many Disney, Bluth and Pixar movies growing up, that they automatically absorb the stock formulas and repeat them robotically when they get their chance to make a film.

If we replace ‘film’ or ‘cartoon’ with ‘video game’ and ‘Disney, Bluth, and Pixar’ with companies like Blizzard, Valve, and Bungie, then we can start extrapolating an interesting conclusion: most video games no longer offer a unique experience. They just take what’s worked before, stitch together bits of plot or characters with traits that have been successful before, changing up a few details just enough that it’s superficially different (so we can increment the sequel counter), and shove it to market. It’s like a lot of games get made by starting with a checklist of things all games need to have and going through the motions to add them.

Once that happens you have a game that is technically sound, but doesn’t actually have any life in it. Take this scene from Gears of War 2, for example. It’s like someone went down the checklist of ‘things to go into an action game’ and made sure they ticked all the boxes:

  • Conflict
  • Loose cannon character runs in and saves the day
  • One-liner
  • Guns
  • Explosions
  • Everything is brown

And the characters? For all the realism they were supposedly going for, the characters look like marionettes. Nothing weighs anything (take a look at the first creature Cole flips over his head, the gun doesn’t even slow down when it gets several hundred pounds on it, and everyone waves those guns around like they’re made of cardboard instead of metal). None of them react to the situation or even each other in a way that I would expect them to. They sound like they just read their lines off a script one at a time in separate rooms and the only direction they got was ‘bland disinterest’. Cole goes from being up on a balcony overlooking the other characters and using a speaking voice (‘In the flesh, baby’), then he breaks through a wall and yells, then he drops down to almost a whisper. Marcus is completely monotone and moves like someone spent a lot of money on motion-capture and wanted to make sure that they got their money’s worth (check out how he starts waggling his head around and shifting his weight back and forth when he says ‘Roger, Control’).

It’s a combination of the Uncanny Valley, game making by rote, and good ol’ sloppiness.

Once I made these realizations, and really started to think about what I was seeing (and reviling), the pieces of the puzzle began to fall into place, and it all crystallized:

I still love video games, so long as they bring something unique and fun to the table (which is why I’m intrigued by the growing Indie developer scene). What I don’t like is a game made from stitched-together tropes developed by rote based on what worked before, but changing one or two details (okay, you guys, we’re going to make a game where you run around and shoot people, but this time, instead of people, they’re giant bugs, and it’s in space, on a planet that looks like Earth, but isn’t). Games that are a copy (sorry, ‘inspired by’) of a copy of a copy that become so far removed from what inspired them in the first place that they’re parodies of themselves and they don’t even realize it. Games who have stories that are nothing but an elaborate setup for whatever Cool Thing(tm) to happen at the end. Games that are made purely to drive profits.

That’s what I can’t stand.

I can hardly believe that so many people who claim to like video games accept the current state of some of the games the Machine puts out to be good or even great, when they’re clearly mediocre. Don’t get me wrong, there’s nothing wrong with mediocre games, or even liking them, but pretending that they’re great does the industry as a whole a huge disservice.

We can do better.