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Belief in Games - Page 2 PDF Print E-mail
Written by Vincent Diamante   
Tuesday, 02 September 2008 00:00
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Belief in Games
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Arcade Cabinet

Whenever I experience a game (or a book or a piece of music or any piece of art) I immediately identify component parts and place them in space. Maybe I'll put them in 2D space or 3D space... or 4D space if I'm so inclined. Then I'll adjust the area or volume that they occupy relative to the other components. These components aren't GRAPHICS or SOUND; instead, they're things like "Identifying paths to traverse" and "Avoiding individual bullets or waves of bullets" or "Destroying enemies..."

These components are ideas and concepts that occupy player mindshare.

Different games ask the player to think about different things. Yes, racing games ask the player to think about something different from what role-playing games ask for, but within genres I find it very useful to ask what the game asks of the player. Take Samurai Shodown II and Fatal Fury II. Sure, they're both fighting games, but they ask very different things of the player. Fatal Fury II asks the player to utilize special moves and execute combos properly, while Samurai Shodown II asks the player to use the best normal moves to suit the situation, defined largely by spacing.

At least, that's what they tell me.

Part of being a good game is effective communication of what the game is. Radiant Silvergun is a great game because it tells me what it is... and what it is is really quite deep and nuanced. The graphics, the music, the smart precision of the game's mechanics, as awesome as they are, are nothing compared to the fact that Radiant Silvergun simply, cleanly, effectively, almost nonchalantly articulates to the player that it is a space where the player must juggle the almost musical rhythm of the enemy sequence with puzzle game style decision making and not-quite straightforward shooting schema.

Of course not everyone believes that Radiant Silvergun is a great game. Me, I'd argue that for those people, the game isn't able to fully communicate its identity. For the most part, Radiant Silvergun connects with a lot of people.

Really bad games? Yeah, you can say that a game has bad art design or boring mechanics. Me, I'd prefer to say that there's a worthwhile game there somewhere... but it does a really bad job of communicating what it is or how the player can find it. Or maybe it communicates what it is very well, and the player finds it just THAT despicable.

And even then, there is the potential for the player to change who he is, to find the person in him that enjoys playing: games that are filled with bouncing breasts and utterly trivial mechanics or: games that are focused on recreating the exact avionics of an F-16 at the expense of larger game structure or: trite interactive stories that make no qualms about reaching out and practically throttling the player with their own heart-strings.

Sometimes, a game is so touching that a player can't help but believe in it.

The Marios, Half-Lifes, and Final Fantasies of the world are more than just good games. They are convincing. They are bold and confident and so utterly full of themselves and what they believe in that players all over the world can't help but believe in them too. And those games do have beliefs of their own. Some of those beliefs are simple (Quick and accurate aiming is conducive to life -HL) and some are less so (Joyful play is as important as focused action -SMB), but all games have them, and in accepting certain video games into our homes and hearts, we illuminate our own beliefs.

Sometimes, it's not that a game is good or bad, or that the message is or isn't properly received by the player. Sometimes, the message really just offends you. Sometimes, the game is just wrong. It goes against what you believe. Something that doesn't just trespass on your world view but you as well.

Going back to the beginning, Tim Rogers, for as abrasive and frustratingly smart as he is, he makes me want to find a self in me that can understand him... or at least be compatible with him without being an annoyance to my existing group of friends. Tim constantly gives me a reason to change who I am and what I believe in, even if it is so contrary to his own beliefs (or, at least, the beliefs that I see in him.) Alex... well... I just can't stand him. It's not that he's abrasive in his writing, and it's not that he believes different things about video games (quite the contrary, actually). The big thing about Alex is: He doesn't believe in people. And I can't look at his writing without thinking that all of it has that belief as an underpinning, and it's rather easy to see that it is there. That belief so offends me that I cannot think about accepting anything he says without first thinking whether that means that I'd be accepting that viewpoint.

Great games foster in people a willingness to change themselves to accommodate them. Similarly, great people have a way of getting the people around them to accept who they are and what they believe. And if you haven't gotten it yet, let me say it again: games have beliefs. These beliefs exist somewhere between the games themselves, in all their flashy graphics, 5.1 audio, and controller interactions; and the people who play them. And as the beliefs manifest themselves in the play, players can choose to accept those beliefs or to reject them.

And yeah, it does annoy me when people whine about their audience not getting something. Guess what artists/writers/game developers: It is your responsibility to have the audience get it. You're not supposed to make things that are awesome or ground breaking or cool or whatever. You're supposed to design it such that they get it. Either make something that shares in your audience's beliefs or is so convincing that it brings people to change their beliefs.

But that's another story...



 
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Comments (3)
1 Tuesday, 02 September 2008 16:27
idprism
so, upon reading this article, i understand some of how i see you because it is some of how you see "them". not exactly, of course, because i dont believe that its your goal to be heard (as i usually believe it is tim's) but to be understood.

i can think in all sorts of ways and see from all sorts of perspectives, but when it comes down to it, my analysis of people is really just analysis of their ideas. if i can see the patterns, i can predict them and i can see a shadow of their thought processes. my analysis of games and stories is mostly similar (though with those i of course impose my own world view on things).

i think a part of what does not offend me about people like tim rogers is the fact that i can see something interesting underneath all of the talk. i think that it is because i like stories. and wow. i totally did not say what i meant to say.

ok, so back on track now, i agree that it is the job of the artist to make his art understood... i just have trouble understanding the concept of belief of a game. is it the games belief in people? belief in fun? is it a belief constructed by the artist to impart an idea, concept, or feeling? or yet more abstract, is it a belief that the player should somehow [have an] experience? (ok, so these questions were answered by the article edit)

as a final counterpoint of my own, though i agree with you, there can come a point where an artist will need to move beyond the lowest common denominator to make a game interesting and to allow it to present itself to an audience with a little more frame of reference and context or a little more age or know-how.

i think most gamers and good game journalists (and yeah, even game devs, believe it or not) can see this and will at times design a game beyond (lets say) the general audiences willingness to "accept the games beliefs". i think that the ending of a game i recently played "assassin's creed" was a bit like that. i also think that the game "shadow of the colossus" was a lot like that (or at least, i did, until i kept getting hints while i was playing).

these games move a step beyond the understanding and willingness of a typical person who games (casual gamers?) to believe, because they ask the player to mentally leap. in this case, it seems like perhaps the artist did a disservice to the audience.
i would say that the thinkers, analysts, and gamers will be set apart as believers where those who fail to make the leap will probably remain 'casual's... but being a simple consumer, i will also say that in this case, the "new video game journalist" complaining that someone does not understand the ending (or game, respectively) lacks something probably has a point, as good, bad, or pretentious as it may be.
2 Tuesday, 02 September 2008 16:38
idprism
edited out
3 Wednesday, 03 September 2008 00:48
Albino Grimby
I think I understand the concept of "belief of a game," but I think it's really more like the interpretation of a game by the player. Some games that I play, I can see the developer's artistic intention behind the game. For instance, Shadow of the Colossus. I believe that the developers did intend to make the controls feel vice-like. Your experiencing hanging onto the colossus just like your on-screen avatar by having to hold the shoulder buttons. The Wii makes me wonder if players get the artistic intent behind a control scheme. A lot of Wii games tend to de-evolve into a "waggle-fest" and I think it's because players (and even developers) don't buy into Nintendo's belief that a new generation of games should be based on theatrics and miming -- at least that's how I interpret Nintendo's use of motion controls. I also remember seeing something about Lair for the PS3. Someone on youtube demoed the sixaxis controls. When he rocked the controller around willy-nilly the game didn't respond right but when he slowed his actions down the flying dragon on screen followed his movement better. To me it sounds like the intent from the developers was that your holding onto the reigns of a giant beast and nudging him to do what you want. I think it's clever, but I could see why people might hate that anyway.