The Digital Demise of Wonder

Has the internet robbed games of any sense of mystery?

I recently played through Polytron’s Fez, a wonderfully absorbing little platform adventure game from the Xbox LIVE Arcade. The standout thing about Fez is its sense of mystery, the way it creates an ethereal feeling of wonder with a range of often obtuse, mostly logical, but at times seemingly impossible puzzles. It’s the first game I’ve played in years with a notepad next to my control pad, and this made me pleased.

Except the whole time I played, every time I scrawled down a potential solution to a stubborn question-mark labelled room, part of me knew I needn’t have bothered. I puzzled away for the joy of it, but I knew that at any point I could just turn to the internet and solve the whole game in minutes.

And eventually I did. I don’t have the patience or the mental ability to decipher entire languages and counting systems, and I always knew that eventually I’d turn to the net to get those last few pesky cubes. And as soon as I did, the game wasn’t fun anymore. That sense of wonder was lost, and the game boiled down to a mechanical process of visiting rooms and punching in codes until I’d hit 100%.

You could argue a lack of fortitude on my part, and certainly there will be a few stalwart individuals who will refuse to look online until they have solved every puzzle for themselves, but most people operate on a sliding scale of patience. If a solution eludes them to the point of true frustration, they’ll hit the net for an instant solution.

In our interconnected, always-online world, is there any way to counter this? And is it even something we should try to counter? After all, genuine, point-of-anger frustration is something that should generally be avoided in videogames. No one wants controller-shaped dents in their walls. But I’d argue that games like Fez, which place such an emphasis on puzzles and mystery to engender a sense of wonder in the player, are somewhat undermined by the easy access of instant solutions the internet offers. Continue reading

Recommended Reading #3

The Chaos Walking Trilogy – Patrick NessThe Knife Of Never Letting Go

The Chaos Walking trilogy is a young adult series that I stumbled upon by recommendation, and found to be one of the most tense, affecting, and surprisingly adult stories I’ve read in a while.

The first book, The Knife of Never Letting Go, is the best of the three, a gruelling coming-of-age quest that follows almost-thirteen-year old Todd Hewitt, his talking dog Manchee, and his strange off-world companion Viola Eade, as they battle through the alien terrain of the New World to escape the clutches of the sinister Mayor Prentiss.  The pacing is superb, highly strung and at times almost forcefully drags the reader through the narrative, whilst the blossoming relationship between Todd and Viola adds real emotional weight to their plight.

The next two novels, The Ask and the Answer and Monsters of Men, have darker themes, touching on the morality of terrorism, the justification of torture in war and population control.  It’s heavy stuff for a YA series, but these adult themes are handled effortlessly, never sugar-coating their realities and never becoming preachy.  This is aided by a compelling cast of supporting characters, but it is still the relationship between Todd and Viola that keeps the reader invested in the drama.

Ness uses some unique science fiction concepts to explore these themes, most notably ‘Noise’, a phenomena unique to the New World that makes the thoughts of men audible to those around them.  It’s used both as a narrative device, delivering plot elements in a way that would otherwise require long dialogue sequences or contrived explanation, and also as a driving plot point itself, with the psycological implications of audible thought becoming a crucial motive for some of the characters.  It is eventually revealed to tie into the greater mythology of the New World, and is delivered so perfectly that I caught myself ‘checking’ my own ‘Noise’ more than once after extended reading sessions.

Chaos Walking bears comparison to Philip Pullman’s sublime His Dark Materials trilogy, in that it’s a young adult series that explores some very adult themes through the eyes of young heroes.  High praise coming from me, as His Dark Materials remains one of my favourite works of fiction.  Though thematically very different, they are similar in that though intended for a young audience they can offer something to readers of any age.  Older readers can appreciate the darker themes explored here, while its billing as a YA title assures a pacy and entertaining adventure, and the themes presented are trimmed of any of the weighty contemplations that would almost certainly weigh down an ‘adult’ title in a simiar vein.  Ness leaves much of this contemplation up to the reader, choosing to focus on the physical and emotional trials of a handful of characters, and the result is fast paced, affecting, and hard to put down.

Lost In Translation

Do Japanese games just suck?  To say so would be to ignore some fantastic output from Japanese studios in recent years – games like Bayonetta, Street Fighter IV, Dark Souls and Xenoblade Chronicles – but it seems that these few successes are in the minority.  The Japanese games industry is far from the critical powerhouse it was in the late 90′s, and there is a growing trend towards suck, spearheaded by previously untouchable studios like Capcom and Square.

Quantum Theory.  Lost Planet 2.  Knight’s Contract.  Bionic Commando.  I accept that taste is subjective, but come on; a lot of these games do suck.  There’s another trend in the Japanese industry at the moment, one that correlates quite neatly with what I’ll endearingly term the ‘trend to suck’; that’s the trend for Japanese developers to seek a wider audience by designing their games with a Western audience in mind.

I’ve written recently about the lack of audience understanding demonstrated by some game developers, and this rings doubly true for the big Japanese studios.  Their recent attempts, both to revitalise old franchises and to create new ones, seem to be the result of focus testing panels that are reaching to design games to appeal to everyone, and end up producing games that appeal to no one. Continue reading

Know Your Audience

Know your audience.  For anyone who’s ever done any sort of creative education, this is the message that will have been drummed into you; if you want your work to be commercially successful, you have to know your audience.  Certainly, it’s one of the founding tenets of the entertainment industry.  It’s somewhat alarming, then, to realise that some of the biggest names in the gaming industry seem to have forgotten this basic principle.

It was sometime during my sixth consecutive match-the-numbers-on-a-clock face puzzle in Final Fantasy XIII-2 that I had to stop and ask myself ‘who is this for, exactly?’  Who are these dismal puzzle sections actually aimed at?  FFXIII-2 is a continuation of Square Enix’s attempt to revolutionise the RPG genre, a genre whose fans thrive on stat-juggling and accumulation, on percentage-beating and questing, exploration and dramatic storytelling.  Cutting away from all of this to a bizarrely disjointed and inflexible clock puzzle comes across as structurally baffling.

Trying to imagine the sort of person likely to purchase a game like FFXIII-2, I can’t think of any player who would consider these puzzle sections anything other than the worst aspect of an extremely hit-and-miss title.  I find it hard to imagine anyone playing this game who would be breathlessly awaiting the next opportunity to match coloured numbers in order.  There’s a market for this sort of puzzle, certainly, but it isn’t in the middle of a massive story-focused RPG.  They may as well stop you to solve Sudoku puzzles.

It’s a problem endemic of a Square Enix who seems to have little clue where to take the Final Fantasy franchise, who react to negative feedback with more knee-jerk attempts to expand the title’s reach.  It’s something we perhaps should have expected from FFXIII-2, a game whose very existence speaks of its publisher’s indecision over their future, but this indecision becomes more troubling when its symptoms are appearing in the wider industry.  Even industry grandfather Nintendo is far from immune. Continue reading

Recommended Reading #2

Genus – Jonathon TrigellGenus - Jonathon Trigell

I am jealous of the way Jonathon Trigell constructs sentences.  Often obtuse, at times meandering, but always vital, the excellent prose is at times reminiscent of Ballard in its ability to drag you into the molasse-thick fiction of a grim future London.

The narrative is in no hurry to rush forward, and this is in the novel’s favour, allowing the reader to become immersed in the dense layers of the Kross and its inhabitants.

Wandering the disparate story threads of the first acts of Genus, I felt like I was exploring this world first-hand, a sensation aided by a compellingly bleak cast of characters and pitch-perfect delivery of their tortured inner monologues. Continue reading

The Don LaFontaine Method for synopsis writing

In my bid to get Answer published and thus earn big sacks of money and cool-person points, I’m currently in the process of writing a synopsis.  The synopsis is important, as it’s likely the only thing a prospective agent or publisher will read before deciding whether or not to assign your manuscript to the recycling bin, and this pressure makes synopsis-writing even more painful than it would otherwise be.

Synopsising one’s own work is never easy or enjoyable.  For one, the longer I spend working on one huge ambitious idea, the harder it become for me to succinctly describe it in one elegant ~400 word package.  Picking which bits are important enough to include becomes so much harder, because to me, all the bits are important.

There’s also a kind of egotism involved that sets my teeth on edge.  Writing a synopsis is much more like a marketing exercise than it is a work of creative writing; in fact it’s entirely like a marketing exercise, as this is the one piece of work that will hopefully persuade someone in charge of money that this big ol’ pile of words I’ve written is a marketable product. Continue reading

Recommended Reading #1

Ready Player One - Ernest ClineReady Player One – Ernest Cline

If you’re at all familiar with videogame history, then there are many references in Ernest Cline’s Ready Play One that will raise a smile.  If you grew up as part of the gaming scene in the 80s, then this book is both for and about you.

A love letter to the formative years of videogames, Ready Player One plays reverent homage to the arcade cabinet, the D&D module, and all the movies, music and culture that orbited the scene.

Despite the near-constant referencing of 80s geek trivia, Ready Player One doesn’t allow its heritage to obscure its narrative, and doesn’t alienate those not familiar with its decade of choice.  For those unfamiliar with or uninterested in gaming of any sort this might be a harder sell, but Cline’s slick and pacy science fiction is absorbing even for those unfamiliar with the mechanics of Joust or Pac-Man. Continue reading

Tread Softly

Tread Softly

A short story by Tom Battey.

As I sail the sea of dreams, my mind wanders, as it is wont to do at times like this.  At these times it’s almost as if I can remember something from before, almost as if I remember the days when I, too, could dream.  Then that faint tremor of a lost past fades into the thick fog of my mind, and I am left alone, with my boat, my staff and my vessel, drifting through the silent sea.

I use the staff as both rudder and oar, careful not to let it slip from my fingers into the black depths.  I do not know the consequences of losing the staff to the sea but a fuzzy sort of terror leaves me with no inclination to find out, and keeps my grip tight around the carved wood.  I watch the dark water, down where the dreams swim, silvery slivers that slip beneath me as if alive.

If one of them catches my highly-trained eye, then I must use the staff for its true purpose.  Driving it down beneath the surface, I spear the desired dream.  Sometimes they dart away before I can capture it, and a few are so strong that they break away from my staff before I can pull them in, but usually I snare them cleanly and drag them aboard.  I am good at this; I have had a lot of practice.

Continue reading

The Piracy Debate

Piracy is a hot topic at the moment, with the Stop Online Piracy Act looming over American Congress and threatening to fundamentally alter the way we use the internet.  If you don’t know about SOPA or PIPA, it’s worth taking a few minutes to watch this.  For something more games-related, and for an idea of what the outcome of the bill could be, then I recommend watching this followed by this.

I don’t intend to weigh in on the SOPA issue as such, other than to say that it’s a morally reprehensible bill that could prove dangerous to free speech.  Instead, I’d like to comment on the issue of piracy itself, and look at why the companies that support the bill feel that such extreme measures are called for.

There’s no debating the moral issue of piracy – whatever the form, taking someone else’s work for free is wrong.  The entertainment industries’ attempts to equate it to theft, however, ring hollow.  By now everyone must be familiar with the lamentable You Wouldn’t Steal A Car ads that frontend most every DVD in existence.  What this clips fail to make clear is the real distinction between theft and piracy; the transference of property.  If I stole someone’s car, then they wouldn’t be able to drive to work the next day.  If I download a copy of Alvin and the Chipmunks: Chipwrecked, the only transference that occurs is a few hundred megabytes of data copied from one server to another.  No one actually loses anything (although in this particular case it could be argued that I stand to lose 90 minutes of my life and a good deal of sanity.)

Continue reading

Made A New Blog

This is now my new blog.  My old blog can still be found here, but I won’t be updating it anymore.  There are a number of reasons for this; firstly, actually bothering to go through the WordPress installation means my blog now snuggles comfortably within my domain name, which just seems nicer, and WordPress lets me do lots of fancy editing as well, whenever I get around to doing it.

The main reason, however, is that I want to distance myself somewhat from my previous blogging efforts.  It is evident in my lack of recent activity that I’m hardly a proliferate blogger.  Writing pithy insights on all manner of things does not come naturally to me, and as such, I’ll stop doing it.  This blog will not be updated very regularly, but when it is, it will hopefully be updated with something worth reading.

I’ve also realised there’s not point in me reviewing videogames anymore.  There are plenty of places on the internet where you can read videogame reviews.  For a while now I have tried to find a unique way to approach reviewing, but on the whole, most bases have been covered, and likely covered better than I could.

This isn’t to say that, if an aspect of particular game strikes me and I feel it hasn’t been covered adequately elsewhere, then I won’t write about it.  I will.  There just doesn’t seem much point in me reiterating over a thousand words that Gears of War 3 is ‘pretty good’, when many other sources have already done so more eloquently.

In summary, then the purpose of this blog: fewer posts, better content, no reviews, more articles.  And if anyone knows how to set WordPress to ‘mostly grey’ then please, let me know.