Archive for December, 2009

TGC’s Game of the Year ’09

Posted in Game Issues, Recent Posts on December 31st, 2009 by Eric Swain – 1 Comment

So what is my game of the year? Well unlike the last two years when I asked myself that question, there was a clear winner. In 2007 it was Portal and in ’08 it was Metal Gear Solid 4. There were plenty of other good games out those years, but those two to me were just obvious. This year has no such easy stand out, hence the lateness of this post. Just to be clear, I have not played everything that came out, not even all the better than decent AAA titles, so this really is a personal pick. But even so, among the games I played I haven’t decided which is the best at the time of writing this post. I’m hoping that getting my thoughts down and explaining why I thought each game was so great that I’ll be able to choose. I was able to narrow it down to 5 finalists, and I am a shameless showman if nothing else, so in true award show style here are the nominees:

Brutal Legend

I wanted this game ever since I first heard about it, when I was looking up what Tim Shafer’s next game was going to be. When I heard the concept all I could think to say was: ROCK ON! There has been a lot of criticism directed at the game, though to be fair it would be better directed at the marketing. Despite that and a few control issues the game is awesome. Of course I am a metal head so that may explain some part of my excitement and love for this game. I love driving around looking at the scenery and listening to the music. You can feel the creativity just ooze from the title. Everything about the game is epic and the Tim Shafer humor doesn’t hurt it either. No game since the original God of War has me leaping up in victory like a Viking warrior. Any game with that can do that purely by its pathos is a winner in my book.

Dragon Age: Origins

I’ve been called biased towards this title, because of my ungodly love for Baldur’s Gate, but honestly I wasn’t expecting the second coming with this title. I think I kept my expectations well within reason for Dragon Age. I knew it was going to be another generic fantasy setting and the plot was going to involve saving the world from some evil demonic creatures. But in a way that’s good, because it means they could really nail the details without having to explain the elves, dwarves and the rest from scratch. I haven’t finished the game. It’s long and I haven’t had the time needed for it, but from what I have played of it Dragon Age has some of the greatest storytelling of any game I’ve played. It sucks you into a world and I think may be the first game where I decided roleplaying was a higher priority than making sure I chose an optimal dialogue option or armor. In fact I got rid of armor that hindered my enjoyment of playing my character.

Flower

Sublime is a word that gets thrown around a lot when talking about Flower. But more than anything else, something I had forgotten until I booted it up the other day, it’s a peaceful game. The lovely serenity that permeates the entire experience also sinks into you while playing. It’s an effort of simplicity with controls that even my dad could figure out on the modern Dualshock. The metanarrative of naturalism and dreams somehow meld into the nature of the game and are a reminder of our own dreams and desires.  It also represents the concept that maybe we all need to slow down a little. It’s one of the few games that just make me feel peaceful. The game may be short and can be beaten in three hours or so, but if you did, you’ve missed the point.

Small Worlds

Never heard of it, check it out. It’s a game that will take you at most 20 minutes to play, but after I finished it I immediately refreshed and played again. I hesitated putting it among my best games of the year, because it was a quick flash game for a competition and debated whether or not its seemingly insubstantiality made it worthy of being a contender. Then I remember that a game is a game and it came out between Jan 1st and Dec 31st of this year. The fact that it makes me question myself given its humble origins and that it made my top 5 says something about the game. Two weeks after playing it, I went and played it again. There’s barely a narrative and no characters, yet somehow it elated me, confused me, cooed me and chilled me to the bone. From the basic idea of exploration came a game that said more than any number of space marines could hope to say.

Uncharted 2: Among Thieves

Again I have to warn all about my potential bias towards this title. I loved the first one and love pulp adventure. I’ve taken classes on the genres and have studied the style. So my love of Uncharted 2 is no mystery. It puts you into the shoes of an adventurer in the vein of Indiana Jones and Flash Gordon on a quest of riches, greed, villainy and the extra-natural. The action set pieces are wonderful and the scope of the game so grand you can’t help but feel like you are on a wild ride. And despite what anyone says, it is well written and well voice acted. Yes it’s not Shakespeare, Faulkner or The Godfather, but then it’s not trying to be. It’s about sending you on an adventure and having a rip-roaring time along the way.

And the winner is:

Dragon Age: Origins

State of the Blog ’09

Posted in Game Issues, Recent Posts on December 30th, 2009 by Eric Swain – Be the first to comment

A year and a fortnight ago I started this site from the idea that I wanted to critique games, as one would do to a book or movie, looking at what they mean. It is hard to believe that it has been a full year. In that time I’ve learned about the larger spheres of critical communities: the brainysphere, the iris network, the border house and their overlaps. I like to think I’ve made some friends in that time and haven’t totally ticked anyone off with my constant need to argue and debate.

I’ve learned more about the nature of criticism from these astute people, many of them amateurs, than I have from my entire schooling. So to all the people to the right in the ludodidecahedron, this is my thanks to you. For teaching me and putting up with me.

I’ve just gone back over the last year and what has happened on this blog, a lot of it connected to what happened in the critical circles and the gaming culture at large. I don’t know if it is coincidence or not, but I’ve actually played less games this year, the first year I began critiquing them in any ordered manner, than in the previous years. And most of the games I’ve played were not from this year, but what I did do I have to say I am really proud of.

I know anything I could say about the nature of my being a critic I already covered earlier this year. So I wont go into any manifesto talk, but rather talk about some of my better writing this year.

In looking back over my game essays I realized more ink was spilled over Prince of Persia than any other game. A game I ostensibly disliked and felt insulted by, you can read here. My other game essays this year that I am proud of were on Beyond Good & Evil, again can be read here and a post on Flower with it’s twin linked in the post.

Of course I also wrote about the goings on around gaming sphere, throwing my two cents in where I thought necessary. Like on the Citizen Kane issue that erupted into a meme almost overnight. I asked where all the war games were and wrote an epic length response to Danc’s three false constraints. (I swear I’ll figure out that IP issue.)

While QWERTY may be dead, he did leave a legacy. Ok, not so much a legacy, more of a lot of WTF moments. But he had at least one or two good posts. And I always give credit where credit is due. Originally it was supposed to be a weekly feature on the blog, something to anchor it to some sort of schedule. Several months after QWERTY’s demise I started the Indie Game Spotlight. Though it has been sporadic for now, at least it has been more favorably received.

Despite some horrendous setbacks and some annoying setbacks I think I didn’t do too badly for an inaugural year. In looking over my categories, and this has more to do on my end that yours, while most are self explanatory others need clarification. Game Essays, Critical Responses, External Sources are self-explanatory. Recent Posts is the way my system orders the posts correctly on the front page. I got knocked a few times for posts labeled under Thoughts being not as well thought out or being wastes of time. In part I think that’s because of their schizophrenic nature. Some are just meandering thoughts about games in general that came to mind and I wrote down, while others are full fledged essays. In the New Year I am going to fix that. Thoughts will be the quick posts dashed off, while those that are more essay like, not tied to a specific title will be under a new category. I’m thinking of calling it Game Issues.

Finally there is my writing itself. While improving quality is a forever ongoing process that can be seen even over this blogs short existence, content is another matter. As of the time of writing this in 2009 I’ve posted only 43 times. With more time on my hands and presumably more disposable income I will try to write more on games, especially more game essays. Also, while there is nothing wrong with looking back and critiquing old titles, I will try and stay more in the current conversation. I will also try to keep to the plan in the new year of getting Indie Game Spotlight to be a weekly feature. It will be better for the blog and me as a gamer. And I’ve been telling a lot of people of a series of posts on the issue of formalism in gaming; I will try and keep to that as well.

In short, great year mostly spent on the old stuff. A good first year, but hopefully more content and better content in the next year and the next decade. Speaking of which, I’m putting off my decade list until the decade is actually over and I’ve gotten the chance to play some of the contenders I’ve missed. Next post will be my Game of the Year and then I’ll take off a week to actually game.

Nostradamus Check Up ’09

Posted in Recent Posts, Thoughts on December 28th, 2009 by Eric Swain – Be the first to comment

Last year I said I called it to a number of predictions I had made. Then in February I made several predictions about the coming year. Let’s see how I did.

1- On Resident Evil 5 I said that it would be an end to the series being about horror mostly because of co-op as an effect of its focus on action. I also said that it wouldn’t be as well regarded as Resident Evil 4. I nailed this one. Other than the discussion on race that the game spawned and some discussion on co-op this game was largely forgotten a month later. A few people in making their end of year lists had to be reminded that it came out and then ignored it.

2- I called Killzone 2 another competent, run of the mill shooter and would have as much influence as one could have. Yes, got this one too. After all the hullabaloo and yelling from the fanboys defending it, it really fell off the radar. Not to take away from the game, like I said a decent shooter.

3- inFamous, I said was a strong and solid title that would be a clunker when it came to the moral choice aspect like Bioshock was. Again I think I’m going to give myself a win for this.

4- Heavy Rain. Doesn’t matter what I said about it. It got delayed twice and is coming out first quarter of next year. So much for that one.

5- Prototype. There is some disagreement on this one. Some defend it, others fall on my side of the camp. One thing is consistent throughout, regardless on your stance on the play mechanics, the story is crap. Since that’s what I focused on, because that’s what their marketing focused on, I’m giving myself this one as well.

6- Uncharted 2: Among Thieves. Great game, a little better than the first in every way. As for whether or not I’ll end up defending every little nit pick that gets leveled against the game, we shall have to wait and see for me to get caught up on my reading. Glad to see everyone catching up for my love of the series.

7- I Am Alive. Another failure on my part. Ubisoft has got to get its facts straight when it will be releasing a game. Didn’t come out, so my comments are moot.

8- Assassin’s Creed 2. I said it would be an improvement over the first with more varied missions. From all accounts it does just that. It does stumble in some new territory, but I didn’t say it would now did I.

9- Alan Wake. I said it wouldn’t be out this year and I’m three days away from the end, so I’m calling it a win.

10- Dragon Age: Origins. The PC version is better than the console versions and no it doesn’t live up to Baldur’s Gate in my mind. Still an excellent game like no other. Nailed this one as well.

So in summery I called 8 out of 10. It all seems so obvious now. Maybe I’ll try and make a few more difficult predictions next year. And hope delays don’t screw up my guesses next time.

A Wondeful Comment in an Otherwise Shitty Season

Posted in External Sources, Recent Posts on December 18th, 2009 by Eric Swain – 2 Comments

Over at Kotaku, I know I know, hear me out. Over at Kotaku they sometimes highlight some of the more interesting comments from their comment sections by giving it their own post, which is better than articles dedicated to breast admiration, though their next post defeats that purpose, but I digress.

The comment can be read here and I suggest that you do it is a wonderful story. And let me just answer your question Sihaya. Are you a good mother? Let’s see, you’ve taught your kids how to read, write, spell, add, speak coherently, and reason. Plus they do well in school, seem happy and are friendly to others. More importantly on your end you encourage them, help them, work with them and pay attention to them. Lady, you are so far ahead of the pack you are not a good mother, you are an exceptional mother.

Let me clarify the title here. It is nice to see someone so eloquently give their own story as case study on how to do something right. And not just because it’s great to shove it into ignorant detractors’ faces, but its genuinely nice to have such a story. As for the shitty season part, it is absolutely the shittiest time of the year and 3 wonderful days of celebration out of 33 ’I'll cut you for that gift on the rack’ days does not change that.

In Which I Respond to the Three False Contraints

Posted in Critical Responses, Recent Posts on December 11th, 2009 by Eric Swain – Be the first to comment

When I first read Danc’s post over at Lost Garden, Three False Constraints, I called it the stupidest thing I read from the critical community. I decided rather than write an immediate response I would wait a few days to calm down and think it over non-emotionally. I’m glad I did, not because I came to any agreement with him, but because I read this piece by Charles J Pratt over at Game Design Advance. It got me thinking more about the meat of the form of the medium. So I spent some more time thinking and went back to reread his post. Here’s my response.

(Note: After writing this response initially I figured it would be a good idea to take another few days to cool down before editing it, especially after rereading a certain middle section. I am also thankful I took the time for Danc has added a notes section answering some of the comments that arose in opposition to his arguments. I address those responses at the bottom.)

The first constraint he defines as having AI talk like it’s a living human being to interact with. His solution is to instead let players talk to other players. There is no uncanny valley within speaking and that meaningful interaction can form between two people like there would be between a player and an AI.

Two things. First Danc takes several facts that when by themselves are true, but sort of fall apart when combined. Yes players can talk to other players in game over the Internet, for what is the point of talking in-game if they are next to you. Also, yes meaning can come about through person-to-person interaction. That’s not entirely true when it’s: meaningful interaction can come about through person-to-person interaction in game over the Internet. The people who populate the Internet are the people I want to interact with the least. They are anonymous. They are not subject to the consequences of their words or actions. Why? Because they do not regard you as a human being, because you also are anonymous. The people I do willingly interact with in game over the Internet are people I know outside of the game. People create clans and groups with people they know, but their meaningful interactions are not a result of the game. Their foreknowledge of these people is what allows them meaningful interaction, not the game.

Secondly, Danc misstates the goal of single player conversations. These conversations have nothing to do with creating Turin AI so you can have uncanny valley free interactions. It’s about being part of a fiction, a fiction that generally will not hold with other people in the real world, unless it’s a fiction about everyday life. In World of Warcraft people talk completely differently than the NPCs do, because it’s a separate culture from that of the in-game fiction. Additionally, the uncanny valley has nothing to do with what the characters say. It has to do with the work that goes into the game. Good actors and solid writing have already crossed the gap where we can believe in a deep, fictional world ala Dragon Age: Origins or Uncharted etc. The present challenge comes in animation and getting the characters to act realistically while in conversation ala Oblivion and Fallout 3. This sort of thing would help in multiplayer games that use avatars for player interaction. Uncharted has actually made huge leaps in this area. Plus, that’s only if you were attempting towards realism. If the game used a more stylized art direction then these wouldn’t be problems in the first place ala Zelda: Wind Waker and Okami.

The second constraint is that of having a game convey meaningful commentary or artistic representation of the human condition. His response is to get rid of the idea that it has to be strictly authored and allow players into a rule set, let them go and have them create meaningful interactions.

Two things. First is that we already have those games where such interactions he described – forming friendships, joking around and trading quips – happen. They’re called MMOs. The problem is the same as with the conversation constraint. Much of the meaning of their interaction is formed outside of the rule set of the actual game. Human interaction is not a game, if you ever watched to any romantic comedy, my personal citation here would be the end of Hitch, quote: “There are no rules to falling in love,” you would know this. The same is true for any human social interaction. A game by definition is a set of rules. So on even a most basic level, regardless of where it happens, such interactions outside of the rule set are not the game.

Secondly. No single player game can offer any meaning at all? Ever? You say this, but then you spout off two examples: Passage and Gravatron. Excuse me, if you can offer one example of a single player game that can provide meaning that means single player games can provide meaning. Guess what, I’ll offer you a few more: Silent Hill 2, Portal, Braid, Metal Gear Solid, Ico, Marriage, Gears of War. Each of those is about or evokes emotion and not the same emotion either. They evoke fear, confusion, remorse, betrayal, partnership, and machismo. Also, what is up with you saying a film can direct an emotional response from an audience using artistic measures, but a game should and must to do it though technical ones. Films have had plenty of technical achievements over the years, but they all mean nothing without a basic artistic understanding of the medium. Likewise technical direction is not the future of video games in providing meaning. We’re already at the point in graphics, when referring to them getting better, Clint Hocking calls the stage we’re in WGAS: who gives a shit. It’s going to come from artistic direction of designers understanding the medium they work in. Get your comparisons right. Also you say this about coding games: “We can’t simply show a visual trigger that smacks a hardwired emotion button on our monkey brain.” The same is true for movies, books, paintings etc. You can’t have an actor cry on screen and expect the audience to react. It’s the artistic merit of the crying that will evoke an audience reaction as is true for anything. The code is not the answer and is not the place where people are even looking.

The third constraint is a matter of reach and how many people are playing your game. Your solution is instead of trying to indoctrinate people into the current gaming culture, we move beyond the boundaries of consoles and high end PC as well as genre constraints of the established culture. That we should move into areas that can reach a wider audience, both technically and contextually.

I threw my hands up at this point, because I absolutely agree. Ken Levine once said, “most designers have seen one movie and read one book and generally its Aliens and Lord of the Rings.” Yes I would love for games to reach a mass audience and to spread beyond the present genres or even the present fundamental institutions of contemporary gaming. But then he offers his solution; so much for absolute agreement.

I’ll get the most minor complaint out of the way first. Most of the stuff on the platforms he suggests are shit. Facebook games I’m not entirely sure they are games beyond having rule set. They have no objective other than performing actions in attempt to allow you to perform the same actions more. Mafia Wars has an additional problem in that it’s about annoying people with stupid requests to play so you can grow in power and influence so you can request more people play. It also undermines the whole point of being social as you end up inviting people not because they’re a person, but a number. Fishville sounds likewise baffling to me as a game, because it enslaves you to not even a real living fish, but virtual ones that force you to live on their schedule with mundane activities. So I’m not really sure about the game part, because it’s a simulation program that seem to fail at the goal part of the game equation. Hell even World of Warcraft has goals and has been ‘beaten.’ The phone games are likewise bad, because they are cheep to make and cheep to sell so the market is diametrically opposed to the idea of quality control. I will admit I have next to no knowledge of the Asian phone gaming market and was thinking of the iPhone app store, exclusively. Please tell me if the Japanese, Chinese and Korean markets are any different.

You bring up an interrelated economic and cultural problem of the games industry and then offer a solution that undermines both goals. So I’m more confused by this suggestion than angry or afraid of it. You’re third bullet point, however, I completely agree with. The last three indie game spotlights and the next few as well all had games that were based in flash or other programs my computer already had. The real challenge is then how to market them. Will the blockbuster games go away? No, because again you are using faulty logic. In saying that games must evolve their content to the broader audience rather than bring the broader audience to the games, why are consoles left out of this shift. I don’t see why a console game can’t be apart of this shift, especially since they already are and not just with Nintendo. The other two companies may be slower, but they aren’t stupid. When the shift for broader game types comes about, they will be there if they want to survive. Trust me, companies want to thrive, not just survive.

Notes Section:

Re: Re: Can’t we continue to explore the meaning in single player games?

I agree that single player games are going to persist not just because they are wanted and there is a market for them, but because they are easier for designers to test out new systems and programs, something Danc seems personally in favor of. He speaks of economics, but it is actually easier and cheaper to create “short consumable experiences” because the system doesn’t require sustained resources from publishers, support from designers and players to constantly use it for it to remain meaningful or even useful. Any multiplayer experience you’ve had I can guarantee was first based on a single player experience. Also, Danc says, “If you like crafted content over games that focus on creative systems,” with snide like cynicism, but creative systems are something that would fall under content. To take it a step further, without content there can be no exploration of the systems that games rely on. The best and longest lasting multiplayer games rely on an influx or altering of content to remain fresh. Team Fortress 2′s nearly weekly updates, World of Warcraft’s expansions and level cap increases, Second Life’s or Little Big Planet’s user created content (something you were in favor of earlier, so I’m confused by this statement) are all longer lasting systems because of more content being pumped into those systems.

I take umbrage with his language towards single player games as if they are some blight on the landscape that he has to be resigned himself to allow existing. Phrases like “turning games into warped shadow of cinema” and “culturally meaningful games will trickle in at a depressingly slow pace.” He talks about people being afraid of losing their hobby and being opposed because they, as a minority, don’t like multiplayer games. I’m not afraid, I love co-op games and the occasional friendly challenge; I can’t stand competitive games, or the anonymity that the Internet affords in games, preferring to play my friends on the couch. I’ve written the last three and half pages not out of fear, but out of being insulted at Danc’s frank disregard on an entire section of the video game community because of his own perceived notion that that community is disregarding his beliefs. From that I offer these arguments partially as a counterbalance, but also to remark how fucking stupid many of them are. Yes, multiplayer games are the next era or new cultural wave of creativity, but to think one is intrinsically superior or that the old is inferior because it isn’t new is just as bad an argument as looking at games and thinking space marines killing alien Hitler is as culturally relevant or meaningful as games can become. It really is the same argument that games are pointless, little time wasters, just coming from the opposite end of the spectrum.

Re: Re: Emotion in multiplayer games

While the rating of things is entirely subjective, despite what the Internet may have you believe, so I can accept that. It is after all an opinion and not part of my counter argument. The extrovert/introvert argument is the one that came up early and is in part why I waited so long and rewrote this several times to make sure I wasn’t being overly biased, as I personally skew to the introverted side of things (it is impossible to eliminate bias to think otherwise is folly). As for wider and more intensely felt emotions, I believe I’ve addressed that above. Such emotion when dealing with people in a game is a reaction to the people not the game. The game is a conduit. Was the game meaningful in those respects? I think not, the interaction with people is what was meaningful. Both positive (crying jubilation, love) and negative (griefing) are both caused by players not the game, and while the distinction is a fine one, it is an important one when talking about games as cultural works.

And this is where I wished you stopped talking and moved to the next point, so it would only be mild disagreement on the position of your argument, but then you had to say something like this: “If there are two products on a shelf and one offer[s] a fun level of 3 and the other a fun level of 4, which one will you pick?”

First of all fun is not the factor in which we rate a game’s message, validity or purpose of existence. There are games out there that are not fun, but people play because they have some other factor that makes them desirable. Silent Hill 2, Fatal Frame 2, The Path and other like horror/cerebral games are not fun in the traditional sense, but compel us in the unconscious depths that psychological films, gothic novels and surrealistic paintings all tap into. A lot of the appeal of The Sims comes not from “fun” but from the value of either the player’s sadism or a new medium in which to create. Any serious creator will tell you the actual act and drudgery of creation and fine-tuning is not fun. It is satisfying, but in no way do the majority classify it as fun.

Secondly, rating one game as a 3 and another as a 4? It’s a stupid enough concept when reviewers do it because of contractual obligation, but to rate fun, one of the most if not the most subjective experience in the range of human emotion. The very fact you talk about the differences between extroverts and introverts 4 paragraphs previously should show you that not everyone values or gets the same worth of experience out of a game that you will.

Re: Re: But it is just a chat room

Not a lot to say here, because I agree with that statement, but I need to response to head off any misconceptions that might arise from my earlier arguments on the area of communication. The issue is not communication between players would just be a chat room; it’s the dichotomy that can and will arise when the “fiction” of a game and the connection players make in the game necessary for communication are not in sync. You bring up the idea of a ball sitting in a field versus playing soccer as well as with the idea of Internet poker you infer with ideas of communication intent and bluffing. These work because the fiction of playing these games against other people is consistent with the reality that the players are interacting as if they are playing soccer or poker. The problem is when the fiction and reality do not match up. World of Warcraft has a fiction of a fantasy realm and people going about their lives in this world, but players interact not as fantasy beings, but as people playing at their computers in a fictional matrix. (I wish I could use another example, but it’s so perfect for showing the differences in all these arguments.) It’s not that they’re just chat rooms, it’s when the games display ludonarrative dissonance in regards to communication that they trail behind single player games focused in those same areas.

Re: Re: But Facebook games are shallow!

That wasn’t exactly my argument against Facebook games, but since it’s the one offered I’ll run with it. First, Pong is not shallow. If you get another player it can be as deep and as challenging as tennis. (Slight hyperbole, but my point stands.) Secondly, I do not think that Facebook games will ever have the budget of AAA single player games or even AAA multiplayer endeavors, because those games are free and their economic model is not tuned to returning such a large investment as those on level of single player experiences. And all of that still doesn’t circumvent what these games do within the sphere of social networking sites, by subverting their initial purpose and use for the game’s own endeavors. They also lack a win state or at least a goal state besides being self-perpetual.

Conclusion.

I think of multiplayer or social based gaming not as a replacement or the inevitable point of no return. I do not think they are pointless of lesser like Danc seems to feel about single player games. I see them as Bardbarienne in the comments noted quite brilliantly that we are entering a new period in the art form. I broke this down to the largest measures in a previous post where I said, while gaming generations are easily identifiable as they correlate to the console generations and we’ll probably never get past the 2nd age of gaming, I was unsure when the 5th era of gaming would come or what it would look like, or at least not at the time. With current trends I believe multiplayer and social gaming is the next step, but not to the exclusion of others. Just because it’s the age of hip-hop doesn’t mean rock, jazz or even classical music have gone away. It’s just the evolution of the art form.

As a final note, I agree with Mark Ivey also from the comments.

“The first observation: It is interesting that “people in a room talking” is a mainstay of both movies and books, and yet the actual act of enjoying a movie or book is primarily a private one. Sure, we go to the movies with our friends, but while the actors spend most of the movie talking the audience is expected to be quiet. (Though, as with games, we love to talk with our friends about the experience afterwords).”

Sometimes the social aspect of a game is not from the game itself, but having a shared experience with other people. Not playing with each other or against each other, but playing something individually and then talking about it afterwords. Like going to the movie with friends or being a part of a book club. There are already examples on the Internet and within games. So while social gaming may be the next step, I don’t think anyone including Danc will know or can even guess what form it will take.

Indie Game Spotlight – Today I Die

Posted in External Sources, Recent Posts on December 6th, 2009 by Eric Swain – Be the first to comment

Over at the CreativeFluff design blog I spotlighted Today I Die, an indie game that came out around April of this year from designer/developer Daniel Benmergui. Go play it before reading anything below. It’s a short game and worth it. Today I Die is a game that firmly wears the arty badge and wears it proudly. It’s a simple puzzle game that has an interesting take on the point and click adventure game genre. Using floating words to alter the poem, you change the world and your avatar’s state of being. There is no challenge to the game itself and is very short. The game is about the experience and your reaction to playing it.

I wouldn’t call it a seamless meshing of game and story, because there really is no story. The game is an allegory. The meaning is wrapped in the symbolism and imagery.

Today I Die

The most obvious place to start is with the three lines of poetry.

dead world

full of shades

today I die

The poem tells us three things. The first line tells us where we are. It’s not the name of the place, but rather the state of the world. In the dead world, everything is dead. The jellyfish, float to the top crumpled, lifeless. The shades themselves do not move, they too are lifeless. The background is gray, probably the most lifeless color in the spectrum. The dark world is just that, dark. The art direction paints the world nearly black with the shades layering black figures on the black background. Incidentally, this is the only world with a ceiling, meaning there is no escape and like the darkness, the world exists only for itself. Then we have the painful world. This world has a background of red and six figures whose only purpose is to keep you there. They will not react, except to your attempts to swim away. Then they grab you and pull you down, further into the pit. At the end of the trials you are given the final world, free world. The background has changed to blue and the shades are once again inactive. The music changes to a soft hope filled melody and the game ends.

The seconds line, the only one that does not change, notifies you of the presence of shades. These shades are antagonists, obstacles and enemies. They exist and behave differently in each world, but they always exist, even in the free world.

The third and last line is about the woman herself. In gameplay terms it tells us what she is doing, but it also reflects on her state of mind. We see a woman, at the beginning of the game, in full depression. She does not move or react in anyway to the world around her. She is in a fit of depression; “today I die.” She is the same in each world so long as die remains in the third line. The other options are “shine” and “swim.” These three words are her character arc. “Shine” shows her changing and her hope. It is also her instrument of fighting back against the shades and depressing worlds around her. It keeps the darkness at bay. “Shine” would be the transitional element in her character arc, the instigating event. It pushes back both the darkness of the world and her personal darkness. Then finally she can swim. She lives underwater, swimming is her life and she can now return to it. Though the shades wont let her go easily. With some shining help she escapes and is free.

Furthermore when one new action word is gained, we leave behind one of the worlds. When we gain “shine” we leave behind “dead.” When we gain “swim,” “dark” disappears. The game is an allegory of hope and moving forward. It’s representative of any dark time in a person’s life, when they felt there was nothing left to live for. Today I Die speaks to a spiritual vision of hope and being able to overcome the world’s shades. The shades from before remain, but no longer try to drag you down. Like in life, even in the brightest of times, the shades exist, it depends if you let them rule you or not. In a way it can also be seen as a representation of growing up. The emo poetry of adolescence soon gives way to more life affirming poetry, if ambiguous in nature.

The Killer 7 Argument – Braid

Posted in Game Essays, Recent Posts on December 3rd, 2009 by Eric Swain – 2 Comments

The Killer 7 Argument -noun- the reason and reasoning that despite a video game’s flaws, inconsistencies or other failings the overall package is so utterly unique that it simply must be played for the sheer experience. First coined by Ben “Yahtzee” Croshaw.

It took a while, but I’ve played another game worthy of the Killer 7 Argument. I just finished playing through Braid for the second time after my first complete save was lost to a corrupt hard drive. The second playthrough was a huge help in getting my head around what to make of the game and figure out what I specifically thought of it.

Braid is the indie puzzle platformer by one Auteur Jonathan Blow. Regardless of what some other critics may say, he is the author of the piece and that is not a bad thing. He is not only the game designer, but did everything else save the beautiful art which was passed into the very capable hands of David Hellman.

Braid 2

(If you want to get nitpicky about the term Auteur, yes it is technically wrong to label him that given he’s only made one game.)

I bring up the Auteur factor, not just because of the intense control that some feel from the game designer’s hand in the text and puzzles, but also because of the intrinsic way that the game is woven and layered.

While thinking upon the game I could not help, but call it literary. It is game that works on any level you wish to examine it. On the surface it is a bunch of mind-bending puzzles that sometimes have deceptively simple solutions in a colorfully cartoon world. And if that is as far as you want to look, the game will not penalize you for it. The game works on that level. If you delve deeper into the different facets of the game you have a picture of a man trying to figure out what happened to the princess and how to rescue her in true Mario fashion. Again if you delve deeper you come into the problem of Tim being an unreliable narrator and that the puzzle worlds are not real at all. And you can continue delving deeper and deeper into the symbolism and intricate interconnectedness of the different elements to the themes and message of the game.

At no point does the game punish you for stopping your analysis. It is a work that is meaningful and can be recognized as such even without a degree in literature, philosophy or game design. Braid also doesn’t rely on a single or few elements to convey all it’s meaning, but rather uses all of them. I hesitate to bring up the comparison and please call me out on it if you feel the comparison or connotation of it goes too far, I wont fight you on it, but in this fashion Braid reminds me of Citizen Kane. Like Citizen Kane all the elements of the work come together to present a singular vision: the art, the music, the mechanics, the story, the text, the symbols, the level design and the puzzles. I cannot say I have seen this unified nature so tightly packed together in any other game.

Braid 3

Braid does have marks against it. The puzzles as mentioned before are mind-bending and you can spend forever trying to get your head around what you were suppose to do before you give up and check gamefaqs. The text is baffling at first when put in conjunction to the rest of the game and the epilogue throws everything through a loop. Braid invites inspection and analysis and it almost seems part of the game to do so. It is complex and can seem incomprehensible at first; hell most of us critics are still trying to figure it out.

While all of those can be counted as flaws, they can also be counted as assets to the game. They are intricate parts to the braid of meaning, twisting and wrapping each element around each other. It’s one of the few games that tie its mechanics directly to the themes of its story and vice versa.

Is Braid going to tick you off? Will it make you throw your hands up in frustration? Is the designer Jonathan Blow a big enough prick to warrant not playing the game? I honestly have no idea. But if you have the money and the time give the game a shot, it’s on Xbox Live, Steam for PC and now the PSN. I say give it at least a try and if all else fails, try a walkthrough.