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	<title>The Game Critique &#187; Completion</title>
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		<title>October&#8217;s &#8217;09 Round Table Entry &#8211; Denouement: The Gameplay Slowdown</title>
		<link>http://www.thegamecritique.com/recent-posts/octobers-09-round-table-entry-denouement-the-gameplay-slowdown/471/</link>
		<comments>http://www.thegamecritique.com/recent-posts/octobers-09-round-table-entry-denouement-the-gameplay-slowdown/471/#comments</comments>
		<pubDate>Sun, 01 Nov 2009 00:35:46 +0000</pubDate>
		<dc:creator>Eric Swain</dc:creator>
				<category><![CDATA[Critical Responses]]></category>
		<category><![CDATA[Recent Posts]]></category>
		<category><![CDATA[BoRT]]></category>
		<category><![CDATA[Completion]]></category>
		<category><![CDATA[God of War]]></category>
		<category><![CDATA[Prince of Persia]]></category>
		<category><![CDATA[Resident Evil 4]]></category>
		<category><![CDATA[Round Table]]></category>

		<guid isPermaLink="false">http://www.thegamecritique.com/?p=471</guid>
		<description><![CDATA[Designer Denouements How can the denouement be incorporated into gameplay? In literary forms, it is most often the events that take place after the plotâ€™s climax that form your lasting opinion of the story. A well constructed denouement acts almost as a payoff, where protagonists and antagonists alike realize and adjust to the consequences of [...]]]></description>
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<p><em>Designer Denouements How can the denouement be incorporated into gameplay? In literary forms, it is most often the events that take place after the plotâ€™s climax that form your lasting opinion of the story. A well constructed denouement acts almost as a payoff, where protagonists and antagonists alike realize and adjust to the consequences of their actions. Serial media often ignored the denouement in favor of the cliffhanger, in order to entice viewers to return. Television has further diluted the denouement by turning it into a quick resolution that tidily fits into the time after the final commercial break. </em></p>
<p><em>But the denouement is most neglected in video games where it is often relegated to a short congratulatory cut scene, or at mostâ€“a slide show of consequences. This monthâ€™s topic challenges you to explore how the denouement can be expressed as gameplay.</em></p>
<p>(*Spoilers for God of War, Resident Evil 4, and Prince of Persia*)</p>
<p>The denouement, the oft forgotten portion of the story is the subject of this month&#8217;s topic. To even begin to understand how to use a denouement in a game one has to understand the climax and falling action. Most peopleÂ miscategorize those two. Denouement is not just the quite moment after everything important had been resolved. It is the final moment. The moment after everything else has been resolved. It is the moment of reflection, the moment of the hero riding off into the sunset or the feeling that the world will continue on now that the story is over.</p>
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<p>There is a problem in regarding the the denouement of a video game. Video games, those with stories anyway, tend to end at the climax. That is the moment that the whole game has been building to, where all the challenge and mechanics come to a head. It is the point in the game that the whole thing has been training you for. But then once the final boss is defeated we have a cutscene, roll credits. Were not only missing the denouement in such a structure, but the falling action, the cool down events. If they are there at all, they are portrayed in a quick cutscene meant to wrap up everything and leave nothing playable. I&#8217;m going to run through a few examples.</p>
<p>The original God of War is the only game I can think of that has anything resembling a denouement. Once you defeat Aries and save Athens, then what. YouÂ are treated to a cutscene about you&#8217;re crimes being forgiven, but not forgotten and you hurl yourself off a cliff. Then we are treated to one final section of gameplay of you climbing the stairs of Mt. Olympus to become the new God of War. That section of the game has no combat, no puzzles, save the hidden one, and nothing ties it to the rising action of the rest of the game.Â It is the game&#8217;s equivalent cool down period often found in Greek plays. It is not, however, the denouement. That section is still part of the game&#8217;s resolution and can be coupled with the falling action. The denouement would be the cutscene after you sit upon the throne.</p>
<p>Another example of gameplay after the final boss fight would be Resident Evil 4. The section after you fire the final rocket launcher and kill the whatever the hell it is you have to escape on a jet ski. That portion has a huge amount of action and tension associated with it, but it is simplistic compared to the complexity of choices made in the game&#8217;s combat. In this sequence the game is slowing down, but it is not a resolution. It is not a denouement, hell, it&#8217;s not even the falling action. What it is, is a prolonged climax. The falling action and denouement is then regaled to a quick cutscene with Leon and the president&#8217;s daughter riding off into the sunset.</p>
<p>Finally we have the new Prince of Persia. I&#8217;ve written enough about the content of the ending, but the actual structure of it does give a minor sense of a denouement. It&#8217;s just hard to pinpoint where exactly it is. If we accept the ending as is, retarded as it may be, the resealing of Ahriman is the climax, then carrying Eleka back to the alter is the falling action. The slow methodical walkÂ  of realization for what happened is the resolution of everything that the game has been working towards. The denouement is then the action afterwords, unfortunately it&#8217;s also a second section of rising action that leads to a cliffhanger. Had the game ended with the Prince just leaving the canyon and have that be the end of the game it would have been a denouement that nicely closed the cover on the story.</p>
<p>These are just three examples, but they were the only examples of games I could think ofÂ that played beyond the final boss battle and climax of their respective stories. Most other games end their interactivity with the climax and let everything else run out with cinematics. We were asked to consider denouement is games and yet at this point in their lifespan I think it is difficult endeavor given that we don&#8217;t even bother with the falling action. Everything has to be taken in steps and first we have to cover that before we can really wrap it up.</p>
<p>[bort]</p>
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		<title>Here was the Plan, Here is the Plan</title>
		<link>http://www.thegamecritique.com/recent-posts/here-was-the-plan-here-is-the-plan/379/</link>
		<comments>http://www.thegamecritique.com/recent-posts/here-was-the-plan-here-is-the-plan/379/#comments</comments>
		<pubDate>Sun, 12 Jul 2009 17:48:38 +0000</pubDate>
		<dc:creator>Eric Swain</dc:creator>
				<category><![CDATA[Recent Posts]]></category>
		<category><![CDATA[Thoughts]]></category>
		<category><![CDATA[Analysis]]></category>
		<category><![CDATA[Annoucement]]></category>
		<category><![CDATA[Completion]]></category>

		<guid isPermaLink="false">http://www.thegamecritique.com/?p=379</guid>
		<description><![CDATA[I haven't posted anything for almost a month. This is not due to lack of trying. My original plan was to finish up the last of my Beyond Good and Evil related posts now taking a total of 3 month of my life to complete while the game took me less than two weeks. (Writing that post is like pulling teeth.)]]></description>
			<content:encoded><![CDATA[<p>I haven&#8217;t posted anything for almost a month. This is not due to lack of trying. My original plan was to finish up the last of my Beyond Good and Evil related posts now taking a total of 3 months of my life to complete, while the game took me less than two weeks. (Writing that post is like pulling teeth.) Then I was going to move onto Heavenly Sword and write out my thoughts there after replaying it for refresher. Then I was finally going to start on my first playthrough of Far Cry 2. (Ben you&#8217;d be so proud.) I also had a few post ideas for the interim while I was playing the games.</p>
<p>That was the plan and it looks like and has looked like for a while that will not be happening.</p>
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<p>Instead what happened was a minor incident that escalated. Not to get your worries up, but it isn&#8217;t that big. A certain game on Steam went on sale a few weekends ago, Heroes of Might and Magic 5. For anyone who has noticed the few tweets that I&#8217;ve actually posted over the last week or two. This got me reminiscing about another game from my childhood that so thoroughly kicked my ass I have never won a single game of it. I would waste hours only for eventual defeat. Months passed and everyday I would be no closer. And that was before I learned there was a campaign mode. That game is Heroes of Might and Magic II.</p>
<p>For those of you who don&#8217;t know, Heroes of Might and Magic II is a turn based strategy game with fantasy monsters and your army controlled by heroes during battle. There is an over world filled with a variety of resources that have to managed and controlled. Everything is turn based and each individual turn doesn&#8217;t take up much time, but games take up a lot of turns.</p>
<p>I went on a short searching spree before tracking it down. I have all the manuals and extra inserts, but for the life of me I have no idea where the disc is. Wikipedia informed me of several compilation and one of them had games 1-4 for the price of one. I thought what a great deal. Now I think wikipedia lied to me. And none of the other compilations, for a reasonable price, exist on ebay or amazon that contains II. I eventually found a place I could download it for $15. I chose the 60 minute free trial first. After 60 minutes were up I was in the middle of my turn and a few seconds later I was $15 the poorer and one game richer. One hell of an addictive game richer. I am now on the last map of the good campaign and I have the evil side to go.</p>
<p>There&#8217;s more to this story.</p>
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<p>At the beginning of this weekend another game was brought to my attention. This time on the PSN. It was Battlefield 1943, also for $15. It came with a 30 minute free trial demo. 30 minutes later I was kicked out and was soon $15 poorer and one game richer once again. I played and played this online multiplayer shooter. Then I noticed there was light outside, it was 5 am and I should get some sleep.</p>
<p>In short response what happened I got sucked in to two very addictive games that just ask of you &#8220;5 more minutes&#8221; at every twist and turn. The Battlefield 1943 <a href="http://www.battlefield1943.com/coral-sea">Coral Sea challange </a>doesn&#8217;t help one bit. I got sucked into games I did not expect, nor was I planning to. Is it just me? Am I that weak willed that I cannot do what I set myself out to do?</p>
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<p>From what I&#8217;ve heard of people who&#8217;ve played Civilization 4, I am not alone in the turn based strategy game department, nor is that the case with online shooters. As for getting sidetracked by other games, isn&#8217;t that kind of the point. For a game to catch and hold the attention of the player. A game that distracts you from other games is a good thing, because it means you are engaged with the title. I use the term addictive and its true, both games are addictive. But a storyÂ cannot be as addictive as gameplay in our ludocerntric medium. It is the gameplay, the ludic elements that force us to continue on is such a manner. The continual interaction is not broken up and every second both both of these games has layer input and consequences. Not to say there aren&#8217;t story elements in either title, but they do not intrude into the game.</p>
<p>Another factor for their addictive quality is the quick play nature of the titles. For Heavenly Sword or Far Cry 2 I would have get over that initial hurdle of having to sit down for a significant amount of time to play the game. That hurdle may disappear once I am actually playing, but it exists as an obstacle that often isn&#8217;t overcome. No such factor exists with Heroes of Might and Magic II or Battlefield 1943. These are quintessential examples of in and out gameplay. I could stop typing and in 15 seconds be playing my next turn in Heroes and finish in another 15 seconds, save and be back to writing. of course one turn would lead to another and another and another and before I know it this would remain unwritten and I would have missed dinner&#8230;again. Same with Battlefield 1943. It would take about the same amount of time to jump in, then I can spend however long shooting, driving, running and then drop out and that be it, except one thing would lead to another and again I would miss my next meal for fighting in the Pacific campaign.</p>
<p>Both titles require a time investment to get what the game is offering, but unlike other AAA titles they don&#8217;t have the hurdle of time commitment that hype and excitement have to help to get over and actually put the disc in. It&#8217;s why everyone runs out for the first day, so when they run home the inertia lets them pop in the disc and they are off to the races. Maybe the real key is remove that hurdle altogether. The games can remain how they are, but somehow remove that hurdle that makes you think about putting the disc in, instead of just putting it in.</p>
<p>And now for the second half of this post&#8217;s title. The plan for now is, keep playing these addictive games, for I don&#8217;t think I can stop at the moment. Then post on them when the time comes. And if by some miracle of fate the mood strikes me, actually get back to all those drafts I have waiting to be finished and find their home here.</p>
<p>That includes some experimental stuff for here and for the design blog I work for, <a href="www.creativefluff.com">CreativeFluff</a>, on the form of game design. Hope to write again very soon and not a month hiatus.</p>
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		<title>What is Video Game Completion?</title>
		<link>http://www.thegamecritique.com/recent-posts/what-is-video-game-completion/170/</link>
		<comments>http://www.thegamecritique.com/recent-posts/what-is-video-game-completion/170/#comments</comments>
		<pubDate>Tue, 24 Feb 2009 15:30:49 +0000</pubDate>
		<dc:creator>Eric Swain</dc:creator>
				<category><![CDATA[Recent Posts]]></category>
		<category><![CDATA[Thoughts]]></category>
		<category><![CDATA[Completion]]></category>
		<category><![CDATA[Questions]]></category>

		<guid isPermaLink="false">http://www.thegamecritique.com/?p=170</guid>
		<description><![CDATA[In the gamer scheme of things I am a freak of nature. I finish nearly every game I buy. Weird right? The fact of the matter is that most narrative based games are not completed. It was considered an enormous success by the developers of Bioshock that 50% of those who played it reached the [...]]]></description>
			<content:encoded><![CDATA[<p>In the gamer scheme of things I am a freak of nature. I finish nearly every game I buy. Weird right? The fact of the matter is that most narrative based games are not completed. It was considered an enormous success by the developers of <a href="http://en.wikipedia.org/wiki/Bioshock">Bioshock</a> that 50% of those who played it reached the end. Even the <a href="http://en.wikipedia.org/wiki/Half_life_2">Half-Life 2</a> episodes, which are only about 6 hours long and have extremely friendly level design aren&#8217;t finished more that that. It&#8217;s been compared to elsewhere, and for the life of me I wish I could remember where, to imagine if 50% of people walked out of a movie mid way through, every movie. It&#8217;s strange.</p>
<p>It begs the question: what drives a player to complete a game?</p>
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<p>Obviously the answer is going to be different for every person. Not every aspect of every video game is going to appeal to every person in the same degree. Hell, not every video game appeals to every person. I&#8217;m not going to pretend I can break it down it wide ranging categories that cover the basics. Personally it&#8217;s the stories that drive me to finish games. I want to see what happens in the end, the gameplay is a means to that end. I recognize this; because I have played some god-awful video games that had little redeeming value and I have finished all of them, save for two types of instances. Instances where the game collapses in on itself in a wondering display of corrupted saves, code or disc or the fact that its an RPG where I reach the point where there is no story and all grinding gameplay (in most cases a JRPG).</p>
<p>For example, a game I received as a birthday gift, <a href="http://en.wikipedia.org/wiki/Orphen:_Scion_of_Sorcery">Orphen: Scion of Sorcery</a>. Go ahead and look it up, I&#8217;ll wait. Suffice to say the game was next to unplayable and the story a little loose unless you were paying attention. The combat was plodding and the puzzles trial and error. I dropped over 10 hours into that game to reach the end only to find the game sending me back to the beginning and tell me to pick up the second storyline. Apparently there were two narratives you could choose from and enough time travel to make you choose both. Two hours later I found myself in a room with no exit running in circles with a camera trapped behind the cramped walls most of the time. I looked up the walkthrough and found that I had to leave via a door that didn&#8217;t exist in my copy. Game dropped.</p>
<p>The other instance is when an RPG stops telling a story and continues on for long periods of grinding before you can move on to the next stage or doesn&#8217;t tell you where to go next and expects you to wander around the world map until you find it. This happens with regular frequency in the Final Fantasy series around the three quarters mark and I find myself stopping around that time too.</p>
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<p>But then comes the exception to the rule. One of my favorite games of all time, if not my favorite game and yet I have never beaten it. I have started <a href="http://en.wikipedia.org/wiki/Baldur_Gate">Baldur&#8217;s Gate</a> on three separate occasions, sunk a good 40-60 hours into each play through and end up not finishing. Either due to a poorly chosen save point, changing computers or lose of data over a few years. I love the game and its story, but I cannot get myself to the end of the game.</p>
<p>Which brings me to my second question: what counts as completing a game?</p>
<p>I&#8217;m still speaking of narrative games only for the purpose of this question. Once again the answer is going to be different for every person and even different with every game. It could be as simple in reaching the end credits and maybe seeing whatever might be on after them (I&#8217;m looking at you Prince of Persia). Does epilogue DLC or extra episodes count towards the original game or do you subconsciously think of them as different games? For the actual end, if you put in the work, but couldn&#8217;t quite get to the very last spot is it enough to watch someone else complete the game? If there are multiple endings, is one good enough or do you have to play it through multiple times? And now with achievements and trophies, is complete all the points or the platinum trophy?</p>
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<p>With <a href="http://en.wikipedia.org/wiki/Black_(video_game)">Black</a> I got through the whole game except the last room of the last level. It was nearly up to the point where I wanted to heave the controller at the screen, but I still wanted to see the end and couldn&#8217;t afford to pay for a replacement TV, so I contacted a friend to do it for me, saw the end of the story and felt I had completed the game.</p>
<p>With <a href="http://en.wikipedia.org/wiki/Kingdom_hearts">Kingdom Hearts </a>I could have beaten the game long before I actually did, but to me that wasn&#8217;t finishing the game. I went and grinded up so I could get the ultimate keyblade and take out the two side bosses and finish all the tournaments. Then I went and beat the final boss. That was completing the game for me.</p>
<p>With a movie or book, or play, completing is seeing the ending. Only with video games does this become a near philosophical question to the nature of the medium. I am curious to hear your take on it and any stories of your own.</p>
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