Showing posts with label videogames. Show all posts
Showing posts with label videogames. Show all posts

October 10, 2012

I think I is broken

I've talked before about vidyergeeme morals and such, but I think I'm broken now. Spec Ops: the Line started my descent and now Dishonored has destroyed my ability to indiscriminately murder.

It's tough to rationalize.

In Bioshock you have to kill a fuckload of people, but it's cool, they're junkies. They attack you. The choices made are between being a cock and not being a cock (which doesn't actually make you a good person). This is true for most games: the player is thrust into a situation which requires a healthy pile of bodies to surmount.

Spec Ops is the same way, but it asserts that, because you, the player, chose to play the game at all you are fundamentally flawed as a human being. The protagonists have no choice but to follow player commands and the story, but the person behind them loaded that shit up. The story reflects this, as every decision to move forward, to pursue the mission, is met with harsher consequences. You are punished for playing the thing the developers made for you to play, and you deserve it.

Dishonored takes it a step further, or perhaps simply reinforces the terrible feeling I have from killing nameless minions. It's a stealth game, but it doesn't have to be. You can gleefully murder your way through everyday people doing their jobs. They stand in your way, but, as with Spec Ops, the decision to confront them this way makes you awful. I can't play without wandering who I've widowed (something the guards specifically mention), and early on the Outsider gives you a fucking heart that tells you secrets about people. That guy? He wanted to open a gift shop. She makes ten cents an hour and is paying off her father's debts. You're a monster.

There are videogames that don't require you to harm anyone, but they're typically kid games. Violence is a part of the medium, same as with books and movies. What's interesting (and the reason I feel like a bastard) is that you don't feel responsible when Gimli or Legolas decapitate an orc, when Dorothy smooshes the Wicked Witch (or goddam melts her sister). But in a videogame, regardless of what the story requires, the player makes more decisions in the narrative, even if the only decision is to play the character.

September 17, 2012

Heroin, Frank

I Recently bought FTL, and I really like the writing. Each small encounter has the potential to benefit or destroy you. Choosing to help a civilian ship caught in an asteroid field (Star Wars style) could get you free stuff, repairs, even new crew (something you desperately need). It could also get you nothing, or damage (or destroyed!). Every encounter becomes important, and the writing gives you enough information to fill in the blanks, without making it a huge deal. You feel good for rescuing those chumps. You are dismayed when your ship blows up. Both of these things happen all the time.

And I'd like to see it in another game. A Naked Gun game set in the movie series universe starring Leslie Nielsen. The plots and characters were ridiculous, funny, and over-the-top. Kind of like GTA, except fewer hooker murders.

Which brings me to my second point. In the game, you could play in a GTA-style city, with L.A. Noire-like dialogue choices and side missions. You can go anywhere and do anything. Sometimes the radio directs you to a crime, or you catch 'em as they happen. Apprehending a speeder turns into a cross-city chase on a horse, until the perp accidentally drives into the ocean. The plot is not one, but many - dozens of big businessmen, all of whom are villains at some point (for different reasons). The queen of England comes to town. Shakespeare in the Park. You can investigate or ignore them as you wish, and good or bad things happen according to your choices. And Frank Drebin, the main character, can't figure out clues or solve crimes without player dialogue choices.



I really want this game to be real.

July 14, 2012

Jesus broke my chair

What the shit, Lamb of Hosts?



The link to the wrong guy: http://www.youtube.com/watch?v=YI7Oq8y-jXA

The Links!

http://www.nydailynews.com/news/national/carol-jean-price-accused-groping-tsa-agent-florida-woman-demonstrating-treatment-received-article-1.1098521 - HAHAHAHA!
I don't fly, but if I do in the future, I hope I get patted down while I've got an erection. If you think this is unfair, remember I was a janitor; in any job, you've gotta deal with some shit. Or boners. Shit-boners.

http://www.youtube.com/watch?v=iJ4T9CQA0UM - Awesome

http://www.jewishpress.com/news/israel/florida-dnc-member-resigns-over-leaked-anti-israel-emails/2012/07/10/ - the best part: '"She's horrible," said Dan Liftman... "She could really harm the President and Debbie Wasserman Schultz."'

https://www.eff.org/press/releases/three-nsa-whistleblowers-back-effs-lawsuit-over-governments-massive-spying-program

http://www.youtube.com/watch?v=ainyK6fXku0 - Double Awesome! And... Itunes does not have the album. Damn you, Steve Jobs's ghost!

Morality in videogames needs to go. DA did it right, by basing it on the characters around you, rather than an invisible judge that saw all (though this still resulted in stupid evil). Most do it wrong, as in inFAMOUS 2. The evil option is to beat up people who help you. Being good means stopping muggings. And while both are good, it should probably take a back seat to saving the goddam world.

Aside from realism, however, the problem with morality in games is lack of subtlety. This is understandable. Even in books, which have been around forever, you find protagonists who do good (always and forever) and villains who walk in and announce, "I'll be your antagonist this evening. Would you prefer a dead loved one or a short bout of torture?" In a relatively new medium like games, it's not surprising that, when I play an evil character, I scream "EVIL!" as I jump off the building and send cars, innocents, and maybe a few bad guys flying to their doom.

But it's gotta go. In Knights of the Old Republic (and the original inFAMOUS) a lifetimes work of evil could be undone by one decision. I mean literal horns and a penchant for baby tacos, tossed away because you decided not to be a douche that once. It didn't make sense, but it was serviceable. The end to inFAMOUS 2, however, is not. The player has a "choice" of endings, good and evil, but he must be aligned with that choice. I chose evil (sort of) early on, but because of that I could not take the "good" ending. Even though it made more sense for the character. It limits the story, and screws the player out of "their" character. If morality has to be done, use the Dragon Age or Mass Effect model - decisions reflected in your party, or a guideline that determines how your character behaves when not under direct player control.  

Late facts: if there is another Superman movie (and there should be, goddammit), then instead of the bullshit uplifting trumpets, Superman should have this battlecry: http://www.youtube.com/watch?feature=fvwrel&NR=1&v=mp2IZbKBwCI Right? Best Superman Ever.

Superlate facts: I abuse the "facts" part of this section.

Stupid jokes (for YOU)

What is the name of the famous artist/soccerist?

Vincent Van GOOAAALLL

March 14, 2012

Sometimes I get uppity

There are probably a few ME3 spoilers in the podcast. I try to keep it to a minimum.




This guy (http://www.youtube.com/watch?v=4H_A7SeawU4) does a good job explaining some of the common gripes with the ME ending. I don't agree with all of them, and as I mentioned I was relatively satisfied with my ending, though I made up another that made more sense to me.

And this guy: http://www.rockpapershotgun.com/2012/03/14/mass-effect-3-the-end-of-an-epic/

I forgot to mention Silent Hill in the podcast. Silent Hill is an excellent example of games that reward exploration. By exploring the town (which is necessary to progress) you get more story, some of it obvious (the cult) some not so (the executioners and pyramid head). And your story is formed by how you play; though most of the story is the same throughout, the ending is dependent on how you've played. No obvious choices are presented (dialogue is not chosen) but if you are aggressive and rush through, you get a negative ending. Take your time and avoid unnecessary fights, and you get a positive ending. This also depends on how you view the character: I saw James (Silent Hill 2) as a man who very badly wanted to do the right thing. Others saw him as a monster, others as a victim, or in-between. My story reflected my character and gameplay, and the same is true for others. In Heavy Rain, I saw Ethan, the main character, as desperate but weak. Because of this, he was not able to save his son. Others saw him as strong and determined. This is the power of games as stories; they are not just "choose your own adventure" books, they are complete, powerful stories that differ from one player to the next.