Metroid Prime 1 (GC, 2002, 15-20 hrs) - A very nice first-person 3D exploration game by Texan developer Retro Studios, based on the original Nintendo franchise helmed by Yoshio Sakamoto. In terms of writing and backstory, Prime 1 is probably one of the more interesting examples of Western rationalism coming into contact with Japanese techno-mysticism. The techno-mystical mythology of Metroid, centered around the shaman-like "Chozo" race and its seemingly "magical" technology, is neither disregarded by the American writers nor fully embraced. Rather, it is cleverly scrutinized throughout the game in the guise of enemy science reports that keep trying--and failing--to understand it. Though entirely optional, this aspect of Prime 1 makes the game somewhat of a thoughtful exploration of not only the implied metaphysics of Metroid but of videogames in general, since many of the scrutinized concepts are common game conventions, like "life". Otherwise Prime 1 is recommendable as a marvelous work of atmosphere and game design, with mechanics and interface that blend together so seamlessly they recall the sublime immersive coherence of System Shock 1. A much, much better game than either of its sequels, largely because (unlike them) it retains the mystery and loneliness of its Japanese brothers, making it a more provocative piece of science fiction. Credits: Michael Mann (producer), Mark Pacini (lead designer), Mark Johnston (lead engineer), Todd Keller (lead artist).
Tuesday, August 31, 2010
One-Paragraph Review - Metroid Prime 1
Metroid Prime 1 (GC, 2002, 15-20 hrs) - A very nice first-person 3D exploration game by Texan developer Retro Studios, based on the original Nintendo franchise helmed by Yoshio Sakamoto. In terms of writing and backstory, Prime 1 is probably one of the more interesting examples of Western rationalism coming into contact with Japanese techno-mysticism. The techno-mystical mythology of Metroid, centered around the shaman-like "Chozo" race and its seemingly "magical" technology, is neither disregarded by the American writers nor fully embraced. Rather, it is cleverly scrutinized throughout the game in the guise of enemy science reports that keep trying--and failing--to understand it. Though entirely optional, this aspect of Prime 1 makes the game somewhat of a thoughtful exploration of not only the implied metaphysics of Metroid but of videogames in general, since many of the scrutinized concepts are common game conventions, like "life". Otherwise Prime 1 is recommendable as a marvelous work of atmosphere and game design, with mechanics and interface that blend together so seamlessly they recall the sublime immersive coherence of System Shock 1. A much, much better game than either of its sequels, largely because (unlike them) it retains the mystery and loneliness of its Japanese brothers, making it a more provocative piece of science fiction. Credits: Michael Mann (producer), Mark Pacini (lead designer), Mark Johnston (lead engineer), Todd Keller (lead artist).
Friday, August 27, 2010
Revisiting Riddick.
I just played Starbreeze Studios' Chronicles of Riddick for the first time in several years, and I was struck--yet again--by how good the game is. In general I dislike "macho" games, so when one cuts right through my disdain for testosterone-fueled bravado I sit up and take notice. The only game in recent memory to have this effect on me was last year's underrated Bionic Commando, which I found genuinely thrilling, nuanced, and superbly designed in spite of its meat-head protagonist. One might imagine it's the sheer polish and professionalism of these games that makes me gladly overlook their juvenile swagger. But if that were the case I'd also like God of War, Halo, Gears of War, Call of Duty, and just about every other AAA game that features men unironically kicking ass. Such games tend to bore me, so why does Riddick make being a bald asshole in a wife-beater seem interesting?
Some of it is undoubtedly Vin Diesel's voice performance, which is so humorless and dead-pan it easily qualifies as camp. Camp alone, though, doesn't save a game for me. Mad World was similarly campy yet bored me to death in the first hour, probably because it was about nothing but smacking people around. Starbreeze's Riddick, however, is about a hell of a lot more than that. It is a surprisingly subtle game that combines stealth, shooting, boxing, and conversation more elegantly than most other 3D games I can think of--easily better than Deus Ex, which is one of the more historically famous examples of such genre-bending. (Although, to be clear, when I say "better" here I mean it strictly in a usability sense, not in the sense that Riddick in any way approaches Deus Ex's ethically complex narrative universe.)
This is perhaps the big difference between a game like Riddick and many other "macho" games. The obvious production quality of most of them is in service of game design goals I have no real interest in, goals that seem to grow out of their macho attitudes. God of War is a brawler, and Gears of War and Call of Duty are both shooters, which we might include under some uber-genre of "Men Breaking Shit". No matter how good these games are all their quality is squarely aimed at trying to make punching, shooting, and eviscerating people more fun... as if there weren't enough of this in games already.
This is perhaps the big difference between a game like Riddick and many other "macho" games. The obvious production quality of most of them is in service of game design goals I have no real interest in, goals that seem to grow out of their macho attitudes. God of War is a brawler, and Gears of War and Call of Duty are both shooters, which we might include under some uber-genre of "Men Breaking Shit". No matter how good these games are all their quality is squarely aimed at trying to make punching, shooting, and eviscerating people more fun... as if there weren't enough of this in games already.
I was at GDC the year God of War 3 premiered at the Sony keynote, and I remember--to my astonishment--the audience going bonkers when Kratos ripped a griffin in half in mid-air. The same thing happened at E3 a few years earlier, at a presentation when duel-wielding in Halo 2 was revealed. People just went nuts. It's not so much that gamers like this sort of thing, but that so much time, effort, and money goes into advancing it. Should I be impressed that ripping off heads is more fun now than it's ever been? Am I supposed to believe this is some sort of important frontier in game design that we need to direct millions and millions of dollars toward?
I don't see how such things advance the medium. They seem to advance only their own genres, which are both static and narrow in the experiences they are hell-bent on providing (again). What lessons, for example, could a developer trying to make a narrative game aimed at senior citizens learn from God of War? Games that have more eclectic design goals--even if they involve men breaking shit--tend to be more useful to the ongoing advancement of game design. Riddick might be about male rage, but it's also an experiment in the complexities of immersive role-playing, of what it means to "feel" like a certain kind of person in a certain kind of situation. An experiment of this sort feels more potentially useful to me than figuring out yet another way to skin a hydra. Starbreeze's game remains one of the better examples of how developers can combine elements from various familiar genres to create a game that doesn't seem to be dictated by genre logic but by fictional logic--the logic of story, character, and world.
Viewed in parts Riddick's various game systems are obviously ripped-off several famous games--including Punch-Out (for puzzle-like boxing), Thief (for light-based stealth), Deus-Ex (for conversation and choice), and Half-Life (for non-cinematic narrative devices)--but viewed as a whole none of its influences feel derivative since they are all so artfully combined. Take for example the brilliant tutorial sequence, where Riddick escapes captivity and blasts his way to freedom so you can learn the basic game mechanics. Most games come up with with lame reasons as to why you are stripped of all your badass abilities after the first 20 minutes, but Starbreeze's choice to structure this as a daydream--a pathetic fantasy you are having before you go to prison--was a small stroke of genius. The contrast between the agency felt in Riddick's fantasy and the brutal lack thereof in the following credit sequence, in which the player (in handcuffs) is only allowed to move the camera as they are marched into prison, is quite effective, and shows a synthesis of familiar conventions into a cleverly expressive whole. The "on rails" opening is of course lifted from Half-Life, but it's actually much better than Half-Life, because here it is more than a formal experiment in delivering narrative information. It is being used to illustrate a point about freedom and agency, of fantasy versus reality, that eases the player smoothly into the challenging "prison" of Starbreeze's game design.
I could go on about the various unoriginal game conventions Riddick expertly bends to its will, a will that seems to have little in mind besides making you feel like you are Vin Diesel. That I don't particularly want to be Vin Diesel is mitigated by the fact that this game makes you feel like Vin Diesel so well it is hard to play the game without wondering why more games don't achieve a similar level of protagonist-player fusion. Batman: Arkham Asylum is one of the few games in recent memory to really follow Starbreeze's example, ripping off other games left and right but arranging their familiar elements in such a way so that they cease to feel like "parts" of other games and instead blend into a sharp procedural portrait of an iconic protagonist.
I could go on about the various unoriginal game conventions Riddick expertly bends to its will, a will that seems to have little in mind besides making you feel like you are Vin Diesel. That I don't particularly want to be Vin Diesel is mitigated by the fact that this game makes you feel like Vin Diesel so well it is hard to play the game without wondering why more games don't achieve a similar level of protagonist-player fusion. Batman: Arkham Asylum is one of the few games in recent memory to really follow Starbreeze's example, ripping off other games left and right but arranging their familiar elements in such a way so that they cease to feel like "parts" of other games and instead blend into a sharp procedural portrait of an iconic protagonist.
I guess my ideological view of game design is that we should be spending our time exploring how to shatter genre, not reinforce it... but we don't have to start from scratch if we want to create a particular effect. Lots of individual game conventions have been experimented with in literally thousands of games over the past few decades, and lots of them create specific effects rather well. It's is a shame, then, that so many of them have become arbitrarily grouped together in the prisons we call "genres" when they can be mixed and matched to achieve cohesive, expressive effects. Developers should not be thinking "lets make an RPG" so much as "lets make a game that makes you feel like a knight"... or a firefighter, or a grieving parent, or a professor, or anything really. Most of all developers should be aware that they have a massive palette of design tools to achieve these things, not just those arbitrarily bound together by formula.
An artful combination of the right game conventions--even familiar ones--will achieve their own expressive coherence, a sum much greater than their respective parts. It would be nice if there were more games that did this well. Then I might not have to settle for one starring Vin Diesel.
An artful combination of the right game conventions--even familiar ones--will achieve their own expressive coherence, a sum much greater than their respective parts. It would be nice if there were more games that did this well. Then I might not have to settle for one starring Vin Diesel.
Monday, August 2, 2010
A Design History of Metal Gear - Part 4: Soldiers Are People Too.
MGS3 was the moment when the Metal Gear series transformed from refining its core concept (military espionage) to expressing new concepts (mortality, survival, etc.). It did this by taking the ever expanding system of actions, goals, and behaviors built up over the course of four games (MG1, MG2, MGS1, and MGS2) and re-organizing them along the contours of a particular theme (surviving nature) which grew out of a particular setting (a sprawling wilderness). The following games in the series follow the same basic design exercise, of choosing a setting and theme and allowing them to guide the rearrangement of familiar elements into a new system of meanings that make the game "about" something new.
Metal Gear Solid: Portable Ops (PSP 2006) looks almost identical to MGS3 at first glance. A budget sequel made on a portable platform, it reuses a large amount of art and gameplay elements from its immediate predecessor. Yet the way these things are reconfigured makes the ultimate experience quite different. MPO boasts almost all the same core actions as MGS3, including interrogation. In this game however interrogation takes on a whole new meaning. Interrogated soldiers now give two kinds of information, expressing either loyalty or disdain for their commander. If they are disdainful you can knock them out and drag them (like in MGS2/3) to an extraction point. Once extracted, they will "join" your cause, becoming playable characters in future missions. You can recruit loyal soldiers as well, but they take longer to "convince" to join your cause.
Time, unlike in previous Metal Gear games, is an important part of MPO. Instead of a single, on-going "mission" MPO is broken into several smaller "missions" accessible from a map screen. Going on a mission shifts the clock forward 12 hours, turning day to night or night to day. This day/night cycle has implications for many traditional Metal Gear mechanics, including sneaking and stamina. The camo system from MGS3 is gone, but now visibility is determined by time of day. Night missions provide better cover than day missions, and stamina is replenished not by living off the land but by resting. Players can choose to "wait" a 12 hour cycle in order to replenish stamina. (After all, running three missions in a row means you just went 36 hours without sleep.) The same low-stamina effects from MGS3 remain (shaky aim, etc.) but they require different strategies to deal with. Food can replenish stamina, but since MPO takes place in primarily urban environments there are no animals to hunt. Food must be found in storerooms or other buildings, and there is simply not enough to sustain one indefinitely.
Another major change in MPO is the radar, which replaces MGS3's dual radar system (itself a split-in-two version of the radar from earlier games) with a general aureal sensor. Clever players will recognize that this sensor is basically a visualization of the directional mic from past games, showing which direction sound is coming from and how loud it is but nothing else. This makes navigating around MPO's urban environments fairly tricky, as great care must be taken to guess where enemies are based on sound. In true Metal Gear fashion, however, MPO alleviates this anxiety by adopted another special case mechanic from past games and blowing it up into a core game system.
Both MGS2 and 3 allowed players to done disguises at certain key points, which allowed them to walk freely among the enemy provided they did nothing "suspicious" (like, for example, wave a gun around). MPO approximates this mechanic by considering all uniformed ex-enemy soldiers "in disguise" when they are on a mission, blending in with enemies of the same uniform. When playing this way a chameleon icon appears on the screen, indicating your cover is intact. In this state you can walk around at your leisure, explore areas, and find items all without having to sneak. Do something "suspicious" though, like skulk around a corner or crawl into an air vent, and your cover is blown. These tensions are further alleviated by "field data", dots that show up on your map telling you where items and enemies are. This is the exact same data that was procured in MGS3 via interrogation, only now it is gather by dispatching "spies" into the field. Unused recruits can be assigned to several jobs of this sort, including weapon development and medical research. These jobs have various effects on how you perform in the field, making them essential to mission planning.
Both MGS2 and 3 allowed players to done disguises at certain key points, which allowed them to walk freely among the enemy provided they did nothing "suspicious" (like, for example, wave a gun around). MPO approximates this mechanic by considering all uniformed ex-enemy soldiers "in disguise" when they are on a mission, blending in with enemies of the same uniform. When playing this way a chameleon icon appears on the screen, indicating your cover is intact. In this state you can walk around at your leisure, explore areas, and find items all without having to sneak. Do something "suspicious" though, like skulk around a corner or crawl into an air vent, and your cover is blown. These tensions are further alleviated by "field data", dots that show up on your map telling you where items and enemies are. This is the exact same data that was procured in MGS3 via interrogation, only now it is gather by dispatching "spies" into the field. Unused recruits can be assigned to several jobs of this sort, including weapon development and medical research. These jobs have various effects on how you perform in the field, making them essential to mission planning.
At its simplest MPO is a game about the tensions and logistics of kidnapping, the way MGS2 was a game about the tensions and logistics of murder. It's about winning the hearts and minds of the enemy and building your former foes into your own guerrilla army. These logistics, which existing Metal Gear mechanics are reconfigured around, grow out of a theme, this time derived from the overarching Metal Gear mythology. Snake/Big Boss's transformation from a solo operative into a great military leader, which had long been part of the Metal Gear backstory, doesn't just guide the narrative of MPO but the entire game design, a design where every "enemy" is just an ally you haven't made yet. In the next installment, we'll see how this increasing focus on soldier behavior leads to a procedural model of the psychological effects of war.
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