This is but one of many stories told to children by their village elders involving The Young Adventurer or Queen Alice or both or variations thereupon. As with all such stories, the details differ from version to version, although the fundamental structure is found in all of its forms. The accuracy with which the events chronicled within are described is of course suspect and a matter for debate. Readers are encouraged to formulate their own opinions on the Authenticity and Truthfulness of this particular account.
Join me atop the Sacred Rock, for here the All Thing resides.
Then the Young Adventurer ascended the mountain and came upon the Law Stone, which stood within an open meadow. Atop the Stone sat Queen Alice, thrice-exalted usurper and Lady of the Green, her legs folded in the manner of a Lotus, her head adorned with a Crown of deep red flowers. In front of her lay a succession of objects, perfectly arranged in a row. It was known by all that Queen Alice was to be consulted at this juncture, and so the Young Adventurer approached her forthwith.
“My Lady, I have journeyed long and travelled far and I must now seek your counsel. I wish to partake of your wisdom and experience so that I may deepen my knowledge of the Way of the Sword and Shield.”
“You needn't try and explain yourself so,” replied the Queen “For I know your true purpose. You approach me clad in green, or violet, or crimson, or blue or in cold metal or in a mighty helm of brilliant flame. You shall carry on doing so, and you will do so in the hereafter and times long passed. Your intent is surely clear enough; it's your meaning I don't follow.”
“I require training in the martial arts,” the Young Adventurer said “Or, barring that, some formidable tool of honour and power that will aid me on my quest. Is that not the purpose of this assortment of items between us?”
“What you see in front of you is what you wish to see” Queen Alice said “Or perhaps,” she hastily added “What you expect to see. I appear to you in this manner because I am expected to and am thus invoked, though I appear in this form because it rather suits me. We have met this way before and we shall continue to meet this way time and time again until the world grows dark and the land grows cold.”
Confused, the Young Adventurer countered “I see what I see in front of me because it is there and it was there before I climbed this summit. How can it be otherwise?”
Alice responded “What you see are half-truths; between us stands an impenetrable wall of nothingness. You bear witness to the simulacra of meaning and virtue.”
“Is a Thing Not-A-Thing? What I desire and what I am presented with have no correlation, as you are right now effectively demonstrating.”
“A Thing ca'n't be without its symbol.” Alice gestured to her collection of objects “I could give you this this canoe (which is the world) this book (which is the link in the chain), this ball (which is the aspect of thunder and lightning), this skateboard (which is the door and the eye), this cobra (which is the voice of the dragon) or this wheel (which is the tower) and each would be useless to you stripped of their subject. Furthermore I daresay they mayn’t even exist if you wished it.”
The Young Adventurer was now thoroughly confused, and asked of Queen Alice “What is the purpose of all these riddles and symbols? This is getting me nowhere! I've come all this way and I should like to have some answers to all of this.”
“They get you nowhere because you choose not to follow them, of course,” said Alice. “The secrets of which you speak and seek are spelled out before you; answers written in words carved out of summer's clear sky. Pick a path and follow it, for it shall lead you towards divinity.”
The Young Adventurer was growing angry and proceeded to criticize Queen Alice “Will you not give me what I seek, or are you simply incapable of giving it? Is a Queen not a Queen if I wish her not to be? For in you I see the simulacrum of a regent. Does a Queen not sit on a throne and preside over her land and people? Pray, tell me: Where do you rule and who are your subjects?” The Young Adventurer said this, for it seemed Queen Alice possessed none of these Things, then added one final question: “What Are You?”
“Is the answer to your question not already clear? Do the words not appear before you, though you are unwilling to read them?” Alice replied “I am the Queen without a throne, for my throne is the field of scented rushes. I am the Queen without a queendom for my queendom is the Earth, the Ocean, the Sky and the space beyond and between. I am ruler of everything and nobody. I am the third of two Queens of Dreaming and have no predecessor or heir for my apotheosis was my will. I am Woman-Become-Goddess and Goddess-Become-Woman. I am the form to which you must aspire.”
To this the Young Adventurer had no response, so Queen Alice thus continued “Do you not see some reflection of yourself in me? Is that not this reason you have come yearning for my company and guidance at this moment in time?” Alice paused for a moment, than continued “You seek wisdom and meaning. These are not Things I can give you, but things which you must discover yourself and absorb into your aspect. But you also seek knowledge of topics with which I have a particular experience. Such knowledge is the beginning of a path, so this I will tell you.”
The Young Adventurer raised no objection to this, for the quest must continue, thus there was no objection that could be raised. “Talk with me then about The Path.”
“There is not one Path, but many paths. The road and the destination can remain the same, but should the trees change colour or the cobblestones be re-layed, the path will likewise change.”
“Surely The Path remains the same? The Road still stretches across the same piece of land and it still ends up at the same place.”
“A road is only a Thing if you perceive it to be such. A road becomes a path when a Master perceives it to be one. Or perhaps rather, the path is the way to become a Master, but only a Master can recognise it as such. Either or both. The path is the Endeavour.”
Queen Alice knew this puzzled the Young Adventurer, for she had seen a vision of it doing so before the words left her lips, so she shared a story. This was that story.
“It is a truth that in the days when I walked alongside my foster-father I was a warrior, much as you are presently. A Warrior Queen assumes her mantle through combat, and I am coronated through the slaying of the High King: I slew him once in the Hills of Erin upon the raven’s wings, once in the House of False Love, once in the Mead Halls of the Gods and again atop the City of Fire. I likewise felled him amongst the Missing-Birds of Aetherius and in Darkness and in Sadness and then in the Dreaming, which is all places and all moments. The clashing of our swords echoes back to the dawn of time and forward to the End of All Things.”
Alice continued “My infinite victories win me only my self, which is nothing, yet everything. This is true inasmuch as it happened, I exist, and therefore this must have happened. But it is also a truth that in those days I wore the Storm Crown and thus did righteously slay the High King, for he knew not Love, and had I not the world would become Poison and I should cease to be.”
“So one becomes a Master by finding a path, following that path, and slaying he who resides at the end of the path.” The Young Adventurer offered.
“It is a truth that heaven may be reached by violence,” Alice responded “But I slay kings with Love myself. They are not such disparate forces, you know. The House falls for it promises Love where there is none. A real Master knows the value and power in this.”
“What more must a Master know?”
“That a Master is not a Master until The Name is both spoken and forgotten. Only then can Masters recognise themselves and attain liberation, wisdom and power, which are the same. I am Alice and I am Not, but I Am. This is the true purpose of the path, for the path is the Endeavour. One needn't worry so much about the end of a road, it's the walking that's important. After all, one ca'n't go around slaying kings all the time, now can one? Bearing the Sun Crown I travel where I may; my processional train the daylight of summer itself.”
“But the warmth of a summer's day can turn just as quickly to the fury of thunderstorm...” the Young Adventurer almost hesitated to point out.
Queen Alice smiled warmly and said “I was born in both and exist in both. Always and forever.” for she was not at all ashamed to admit this.
The Young Adventurer thought about that for a time, and then asked Queen Alice “Pray, My Lady. Please tell me about The Dreaming.”
“The Dreaming is part of everyone and everything, and everyone and everything is also part of The Dreaming. It is shared between all, yet it is also the domain that no two people may ever truly share. It is above and beyond and deep within. It existed long before this moment and shall carry on forever after it.”
“But which dreamt it, then? Whose dream?”
“The Dream is the Dreamer, and the Dreamer the Dream.”
“But,” the Young Adventurer cried out “If I am nothing but a Dream than nothing I do shall ever amount to anything and I have wasted all these many hours!”
“Hush now,” Alice spoke softly and gently “There's no need for that sort of talk. For the true mark of a Master is learning the secret and one true purpose of The Dreaming: A Dream may Dream as Dreamers do. The Dream remains and is reborn again. Eternally.”
While this wasn't entirely comforting, the Young Adventurer said nothing, but continued to listen to Queen Alice with rapt attention, so she went on. “We all leave our mark on The Dreaming, don't you see? It is always around us and we always feel its presence, though we may not be able to reach back to it. A Master may do so, for a Master walks both in the land of the Dreamtime and in that of the Waking Dream. That is the true purpose of the path.”
After some thought, the Young Adventurer finally spoke, saying this: “I believe what you say is a truth, though I also believe I mayn't see it quite the same way. But I shall heed these things you have told me, for I must continue my quest.” Queen Alice knew this would be the answer, for she had foreseen it far into the future.
“Come now,” she said, her elfin sun-smile once again crossing her lips “Sit with me for a time upon the meadow of flowers. Cast your gaze to the valleys in bloom, the river which flows ever on to the sea and the mountains of snow from whose summits you can touch the sky. Meditate on these Words I have given you, for hidden within them is the secret of the Endeavour.”
You shall learn to Dream with the dawning of the sun on a brighter day. Your path lies before you.
This isn't going to be a really massive update: I do have big plans for this site I'm busily working on behind the scenes to set in motion and I have a major blog project unrelated to this one I'm currently scrambling to get into a reasonably presentable form. But, there was one piece of recent game industry news I absolutely had to say something about.
As I'm writing this, Bethesda has just announced the cessation of development on and support for The Elder Scrolls V: Skyrim. While minor patches will continue to be released for awhile, Dragonborn, the expansion pack that returns players to Solstheim, the remote northern island first seen in the Bloodmoon expansion for The Elder Scrolls III: Morrowind, will be the last piece of official Bethsoft DLC for Skyrim. It's a more than fitting end for the game, but the announcement has left me with somewhat conflicting emotions.
The news has been difficult for me to deal with for a number of reasons. For one thing I have a habit of intentionally not beating many games: When I was young I somehow got it into my head that if I beat a game, then that was sort of the end and I couldn't enjoy it any more. This is of course silly: I've played through Super Mario Bros. alone a frighteningly incalculable number of times over the years without it ever becoming trite or hackneyed and I've gotten 100% on Metroid Prime and Alice: Madness Returns at least four times apiece. I continue to play SSX Tricky over a decade after its release in spite of the fact there is literally nothing more for me to unlock or accomplish that physically exists on the disc. Even Skyrim I must have played through at minimum a dozen times already if for no other reason than how often I've had to start from scratch thanks to corrupted saves brought about by mods conflicting with each other and even the official DLC packs and updates. But the fact remains I remain, at least subconsciously, uncomfortable with the finality the end of a video game signifies.
And The Elder Scrolls is different from other video game series. More than any other game I can think of, each TES outing relies on the dynamic interaction between players, developers and the physical game itself. Tamriel is a game world that on every conceivable level works under the assumption that it will be shaped by each of these forces working cooperatively-The world of Skyrim exists only because they collectively want it to. It could be convincingly argued this is true of any video game, possibly any work of fiction for that matter, but The Elder Scrolls is overtly, textually *about* this at a basic, fundamental level. And among Elder Scrolls games Skyrim means something very special, at least to me. It's too early for me to say exactly what, but it's something.
As a result, even though the end of Bethsoft support for Skyrim certainly doesn't mean Skyrim will necessarily cease to exist, there is still a palpable sense of loss to be felt here, at least for me. Yes, Skyrim is now fully in the hands of the ever-vibrant Elder Scrolls mod community, who continue to amaze me with the absolutely unbelievable things they can do with the game and who will most assuredly continue to support it for many years to come (there are even still modders supporting 2006's Oblivion and 2002's Morrowind to this day), but I still can't help but feel one of the engines of creation has run down and a major sense of creative drive is no longer with us. It feels like part of Skyrim, and a very significant part, has died.
This is neither the time or place for me to go into great detail about exactly what Skyrim has meant to me over the past two years: There's far too much for me to say and I'm still not entirely sure about how I'm going to go about saying it (nor am I, for that matter, terribly confidant I can put it it into words at all), but I do fully intend to make Skyrim and The Elder Scrolls series as a whole the subject of a major, large-scale project of mine at some point in the future. What I do want to do with this space is take a little time to gather some initial thoughts about the game's legacy and how the world it's helped create will live on, even without Bethesda. Unfortunately, I don't have a ton of my own at this time. What I do have is access to some very touching things I've read from other people. I suppose that makes this entry little more than a glorified linkblog, but that's all I've got right now and I would highly recommend checking out each of these articles regardless. They're not explicitly about the end of Bethsoft support for Skyrim, but they all feel oddly fitting in the wake of it. Sometimes things work out that way, as if the gentle touch of the ideaspace is subtly reacting to our collective zeitgeist.
Eurogamer has an extensive, and very beautiful, interview with Jeremy Soule, the composer behind the soundtracks for, among many others, Secret of Evermore, Guild Wars 2, The Elder Scrolls III: Morrowind, The Elder Scrolls IV: Oblivion and The Elder Scrolls V: Skyrim. In it Soule talks about near-death experiences, the spiritual dimension behind his music and his inspirations. He also muses on music's ability to allow us in some ways to channel those who came before us and speaks not of “composing” but “transcribing” and makes the act of writing and listening to music sound like an almost transcendental, magickal experience. Those who've read the entry where I name-check Avital Ronell as one of my favourite philosophers will know this is a statement that speaks to me. I think Soule might just have it figured out, and I feel similarly about video games. Soule also spends some time talking about the Kickstarter project to fund his first symphony, The Northerner, which will be an extension and continuation of the themes and stylings of his soundtrack to Skyrim. While The Northerner won't be The Elder Scrolls: Skyrim II, I do find it telling that a guy with the kind of mind and list of credits Soule has felt moved and touched enough by Skyrim to revisit it in a work of this magnitude.
Finally, Skyrim itself might be given new life via the Oculus Rift, quite possibly the single most exciting thing to come out of the current video game industry climate. Indie developer and YouTube user Cymatic Bruce has gotten Skyrim running on the Rift and recorded a video to show us his first impressions. I've already spoken at great length about how much I'm looking forward to the Rift, and I won't lie and say Skyrim wasn't one of the games I've been most hoping to see in VR. Up until now though I had assumed that was only a pipedream. Even if no new content were to be made for Skyrim, experiencing it again on the Oculus Rift would be like playing an entirely new game.
As fancy and as technically fascinating as the Oculus Rift is though, the key thing it contributes to Skyrim is the same thing the mod community and The Northerner do: It reminds us of and continues to reinforce all the thoughts, ideas, emotions and experiences the game stands for and has allowed us to share between ourselves these past two years. Bethesda's involvement with it may be over, but things like this might just ensure that Skyrim lives on not just in the hearts and minds of its people, but because of them.
The eruption of Red Mountain was caused when the meteor Baar Dau crashed into Vivec City following the disappearance of Vivec, despite the efforts of Morrowind's best mages.
-From Lore-Based Loading Screens, a featured mod for The Elder Scrolls V: Skyrim
Recently, I went to go see
Peter Jackson and Weda Digital's latest opus The Hobbit: An
Unexpected Journey in theatres.
I enjoyed it, which should say something given what it takes to
actually drag me *to* a movie theatre, let alone appreciate
whatever's onscreen. I'm not going to talk about the movie itself
here though: I'm far from a Tolkien fan so I have precious little
investment in the plot or
characters. Basically I
thought it was an
entertaining, if clunky and painfully padded, children's fantasy
movie frequently weighed down by its desire to canonize
itself with the fundamentally
tonally incongruous Lord of the Rings trilogy. In other words it's
just about a perfect film adaptation of the book.
No,
what I primarily wanted to talk about is the other
big thing that's been fueling discussion over The Hobbit
for the past few
months:
The fact it was shot entirely
in 3D and a “High Frame Rate” 48 frames per second (HFR). This
has apparently made a great deal of people very angry, leading
critics whose opinions I would otherwise tend to respect to make
stupidly sweeping statements about “The Death of Cinema”. I'll
deal with this argument a little later on, but for the moment let's
focus on why someone would even want to shoot a movie this way in the
first place.
For
those who might not know, traditional movies are filmed in 24 frames
per second. This has been the industry standard for, well, just about
as long as there's been an industry. Now, the human eye processes
information about the world at 60 frames per second, which means
movies, and really any medium that is descended in some way from
cinema (such as television, though crucially not typically video
games) plays at a
significantly slower speed then what we're used to in Real Life.
Choosing to shoot a movie at a higher frame rate means filmmakers can
by definition convey much more, and much more nuanced, visual
information than was previously possible, meaning their movies will
look much more naturalistic.
Indeed, in a video blog about the choice to shoot the Hobbit trilogy
in 3D/HFR, Peter Jackson described the experience, in the words of a
pre-release screening group, to be as if the screen at the back of
the theatre had been removed and replaced with a window into Middle
Earth.
Jackson's
comment reminded me of some things Shigeru Miyamoto had said in the
past about the Legend of Zelda series. According to Miyamoto, the
original Zelda game on the NES was originally built around the idea
of a fantasy world inside a desk drawer, which makes a lot of sense
if you stop and think
about it: Imagine
opening up your drawers and looking down at Hyrule and all those tiny
little sprites-It's a
wonderfully imaginative and very typically Miyamoto way of phrasing
ideas. The original Zelda
even helped to popularize a top-down perspective for action RPGs.
Coincidentally enough, a year prior to the release of The
Hobbit: An Unexpected Journey,
Nintendo released a handheld console built around the concept of
portable, glasses-free 3D video games, and one of the first marquee
titles on that system was a 3D conversion of The Legend of
Zelda: Ocarina of Time.
In a previous post I've already argued for the use of stereoscopic 3D in
video games in strictly technical terms. To briefly summarise my
earlier argument, I feel stereoscopic 3D, via the reintroduction of
naturalistic depth perception, can help bring back some of our innate
ability to orient ourselves in our surroundings that polygonal games
lost due to their lack of kinesthesia and fixed, flat perspectives.
This would prevent things like the troublesome platforming in
Mirror's Edge and the
godawful camera in Super Mario 64 (or
indeed any other polygonal platformer to come in its wake: Despite a
generation of gamers becoming accustomed to it, the problem's never
gone away). Here though, I'm
arguing from strictly aesthetic ground, because if
anything felt like a literal window into a fantasy world it was The
Legend of Zelda: Ocarina of Time 3D
running at full tilt with the 3D slider up all the way.
Ocarina of Time 3D is
one of the most visually stunning video games I've ever played and
remains possibly the best showcase for the 3DS' kit to date. Hyrule
has an unmistakeable depth and weight here, and running out onto the
field at dawn as you shield your eyes from the realistic sun rays
glinting above the horizon is a powerfully vivid experience that can
be described as magical. Like so much about 3D, the beauty of The
Legend of Zelda: Ocarina of Time 3D
comes subtly and in small moments, like sunrise on Hyrule Field or
using the built-in gyroscope to aim Link's bow, a trick which really
gives the sense the game exists in an actual place that's just on the
other side of the 3DS, or perhaps more accurately a place that exists
*within* the 3DS. It lives up to Miyamoto's pitch for the series
like absolutely no other game in the series has: It truly feels like
you're holding the gateway to a fantastic realm in your hands.
Despite
how vivid and clever this effect was and how it was clearly designed
to hold up the original guiding tenant for the series, you know what
*didn't* happen during my playthrough of The Legend of
Zelda: Ocarina of Time 3D? I
didn't trick myself into thinking I was Link trekking through Hyrule.
I never forgot I was playing a video game. Likewise, when I saw The
Hobbit: An Unexpected Journey in
3D/HFR I never forgot I was watching a movie. Apparently,
if you listen to some critics, this is a major failing on the parts
of both works and both Weda Digital and Grezzo should be absolutely
ashamed of themselves. Indeed,
this even seems to run contrary to Peter Jackson's own statements on
the matter. Thing is, the way I see it both Jackson and the film
critics are barking up entirely the wrong tree. Since
the argument against 3D, and now HFR, is the most fully formed and
bandied about the most in film critic circles, Jackson
is most likely talking in marketing buzzwords
and video game critics seem to mostly be parroting film critics (as
opposed to gamers, who seem to be mostly being reactionary and
opposed to any sort of
change) it's the film critic version of the argument I'll focus on
responding to.
Film
critics seem to be having a bit of an identity crisis from where I
stand. On the one, hand, there is, as always, a push and a desire for
things to be as “realistic” as possible, hence the popularity of
dark, anti-romantic and “cinematic” filmmaking techniques (see a
similar trend in video games as publishers and developers race to
improve graphics technology at all costs to
make games look as much like movies as possible
at the expense of everything else). On the other hand, there is a
contingent of cinephiles who seriously argue that movies ought to be
watched in a “dreamlike reverie” and only the combination of 35mm
film and a 24 frames per second frame rate will achieve this. I guess
we're supposed to be completely lost and overwhelmed by the rapturous
cinematic spectacle of the director's vision...somehow...and anything
else is nothing short of blasphemy. I've never experienced anything
remotely resembling what these critics are proselytizing with
any movie I've seen, but as someone who doesn't really enjoy movies
all that much maybe I'm not the best person to be talking about this
subject.
Even so
though I find a lot of problems in this argument, especially as it
relates to 3D/HFR. There is a belief that 3D is nothing more than a
distraction and the enhanced detail of HFR makes everything look
unnaturally fast and “hyper-real”. There is a legitimate
technical argument to be made against the use of 3D in movies (see
this article from the Chicago Sun Times), but this really isn't it
and at least for me personally, 3D has done nothing but enhance my
enjoyment of anything I've seen it used in in recent years. In
regards to HFR though, rebutting this argument requires a great deal
of technical explanation and knowledge about how eyes and the visual
centre of the brain works. So it's a good thing Tested already did that then as I am neither an engineer nor a cognitive scientist (in
brief, those bemoaning HFR's “hyper-realness” are frankly
deluding themselves. Even the creator of Adobe Photoshop agrees with me).
As
for the “dreamlike reverie” part of the argument, this actually
gets at something that's a bit of a touchy subject for me. See, the
flip side of this argument is that anything with an enhanced clarity
of detail gets a negative reputation for looking “campy” and
“theatrical” (say, a TV show), as opposed to being “cinematic”
and “realistic” (like an old movie) which is, apparently, better.
My good friend and colleague Phil Sandifer has already looked at this
argument in the context of the switch from television being shot on
film to television being shot on video tape here and here. When
put this way then, the big film critic objection to 3D/HFR seems to
actually be that the enhanced detail provided by the new digital
technology breaks artifice and suspension of disbelief. In other
words, it makes the movie look like a movie.
In
The Hobbit: An Unexpected Journey,
most critics I read
yelled and screamed about how HFR made Rivendell look like a Matte
painting (which it was), theinterior shots look like
movie sets (which they were) the
lighting look unnaturally
harsh (which all movie lights have to be due to the nature of being
movie lights) and the prosthetics look like rubber and plastic
headpieces (which I shouldn't have to explain).
This is apparently a Bad
Thing. It's also an argument I simply cannot get behind: The
Hobbit doesn't look
“hyper-real”, it looks just plain *real*. This is demonstrably
and provably what a movie set looks like, period. Putting aside the
troubling and I sincerely hope self-evidently false possibility that
some film critics don't know what a movie set looks like, this leaves
the argument that movies shouldn't look staged because of a need to
be “realistic” or, alternatively, to uphold some lofty ideal
about the Magic of Cinema™.
I've always been opposed to the idea fiction has to be
representationalist at all costs. To
be blunt I think the fixation on making things look “cinematic”
and “realistic” has been one of the most dangerous and
distasteful trends in visual media and it irks me more than a little
to see things assigned objective value because based on how cleverly
they hide the fact they're make believe.
Because this is the thing:
Movies and video games, despite what most people seem to want to
believe, are not real things.
They are facades;
storytellers playing pretend. They've never been
anything else, and they will never be
anything else. Trying to cast
them otherwise does nothing except fool people into thinking
filmmakers who are being stupidly crass and hegemonic are actually
representing reality, thus continuing to perpetuate harmful
stereotypes and lead to
dangerous assumptionssuch
as thinking the reactionary and truly reprehensible Lincoln is actually a historically accurate biopic or that romantic comedies
are an accurate representation of the way relationships and people in general work. The
Legend of Zelda: Ocarina of Time 3D
and The Hobbit: An Unexpected Journey
are not windows into Hyrule or Middle Earth and they were never going
to be: They're windows into a crude technological facsimile of what
Weda Digital and Grezzo *imagined* those fantasy worlds to be like.
Fictional worlds do not exist
in and of themselves: They are imaginary spaces made real by the
interaction of readers, writers and the works meant to act as
representations of them.
Possibly
my favourite video game of all time is The Elder Scrolls V:
Skyrim. As a series, The Elder
Scrolls has the intriguingly paradoxical reputation of being a
trailblazer in immersive world building and for
pushing the limits of game
technology to such an extent
each and every
game is plagued by an incalculable number of glitches and
bugs that range from
hilarious to game-breaking and are frequently both at once. One
could make the argument Skyrim
fails as a work of fiction because the constant technical problems
take players out of the game and it's world and keep players from
getting “lost” in the dreamlike reverie, but I would
sternly disagree: Never once
have the glitches in Skyrim
caused me to enjoy the game less as a work. Sure, I get upset if it
randomly crashes and deletes hours of progress or spontaneously
decides to make my save file unusable forcing me to start the whole
game again, but I accept that as part of what Skyrim
is because it posits a fantasy world that could only exist as a video
game. Inexplicably levitating
mammoths and farmers falling
through the ground are as
much a part of the world of Skyrim as dragons, wizards and Blakean
Eldritch Abomination
Dwarves.Skyrim
is a game that embraces being a video game and all that comes with
it, and that includes the glitches Skyrim
is a game world in every sense of the word, but
that's a topic to which we must return at a later date.
I
have no problem accepting the fact that my movies and games are
actually made by people with technology and imagination instead of
Real Places I can escape to
that magically come into
being out of nothingness. In
fact I think that's marvelous, because it just helps me get to know
the creators more *as people*
rather then aloof Gods. I
celebrate the death of artifice instead of bemoan it because, in
its dying throws, it reminds us that art, and all art by definition,
is performative. Fiction and art cannot represent reality; they can't
even be a 100% accurate depiction of any individual creator's vision.
At best, all they can do is provide a brief, blurry glimpse into the
minds
of those who helped usher itinto being
or strike a chord with individual readersXplayersXaudience members to
form an entirely unique kind of meaning.
In
a famous and frequently circulated interview (well, comparatively so
given the participants) philosopher Avital Ronell, a personal role
model of mine, though she'd probably resent that label, flatly rejects the title of “Writer” or “Creator”, preferring
instead to call herself a “writing being” or
“secretary of the phantom”. For Ronell, writing is not something
one, in the manner of a patriarchal
God, makes happen and wills
into existence.
Rather, it can be more accurately described as the act of taking
dictation from an incomprehensible
ethereal force and trying
one's hardest to throw up a facsimile that in some way could be
construed as a crude representation or simulacrum of the original set
of ideas. One does not “Write”, one is possessed and consumed by
“writing”. Ronell compares those who write to drug addicts:
Figures imbued with a manner of unreliability and social stigma who
nonetheless have a grasp over a unique perspective and insight.
I love
this description for a number of reasons: Firstly, as someone who
identifies as a similar “writing being”, I can honestly and
confidently state this is exactly what writing feels like for
at least me personally. Secondly, it's a great argument for the
inherent performativity of all forms of personal expression. Indeed,
interviewer D. Diane Davis even uses that exact term when referring
to Ronell's breakout work The Telephone Book, a piece designed
to invoke static noise, contradictory information and the
deconstruction and destruction of the book itself as a concept. A
play doesn't represent reality and doesn't even try to: Its actors
and stage sets are meant to *stand in* for things and situations the
audience is familiar with and the real erudition comes from the
interaction of all the pieces working together to create a larger,
weirder whole. Just as Ronell says, any kind of creative endeavor, be
it a book, a movie, a literary text, a journalistic piece, an
ethnography, a video game or a blog post, works the same way, no
matter how much certain people might wish to pretend otherwise.
Personally, I find that a far more fascinating and inspiring concept
then the idea our works of art and fiction spring magically
fully-formed in the manner of Athena from the skulls of patriarchal
Godlike Creators whose Works and Actions must be respected and
worshiped in the same manner.
I think
of all forms of modern media video games have the biggest potential
to emphasize and reinforce this fact, which is part of the reason I'm
bothered so much by the language from certain developers and critics
that games need to be more “cinematic”. Due to the irreducible
factor of player agency, by definition there's no way a video game
can force a passive narrative or specific experience onto its
audience, despite the efforts of some developers to do exactly that
(but that's perhaps another post). Games are fundamentally set up as
dynamic interactions between multiple parties at a very overt,
literal level, so this performative thread shines through the
brightest with them. For a good example of how developers can write
this back into the text, let's look at one of the best spokesperson
characters for games-as-plays around: Princess Peach Toadstool. Yes,
it's once again time to do one of my signature hyper-redemptive
readings of a character or text either nobody likes or has nobody has
ever heard of.
But how,
my indignant readers wail, do I think I can redeem Princess Peach
of all gaming characters, the poster child for sexist, stock
damsels-in-distress? Well, I respond, it's actually quite simple once
you realise what the Super Mario games actually are. The common
perception of the Mario games, most famously and succinctly
articulated by Yahtzee Croshaw in articles such as this one, is that
despite the original Super Mario Bros. (or Super Mario
Bros. 3 depending on your preference) being an
indisputable classic, it's a tepid and unchanging series that has
somehow managed to last over 25 years telling the same basic story
and rehashing the same basic game over and over again with absolutely
no variation. Also, Peach is reprehensible because all she does is
look pretty and get stupidly kidnapped, serves no purpose and lacks
any personality or characterization, which would be a valid complaint
were any of it actually true. The Mario series' lack of so-called
gameplay innovation is one thing and an argument to be examined
another day (and one I think might have merit, at least as it
pertains to the games of the past decade or so), but Yahtzee's dead
wrong when it comes to plot and here's why.
First of
all, I'd mention that despite my universal disdain for any kind of
kidnapping plot, King Bowser actually had a somewhat acceptable
motivation for kidnapping Princess Peach in the first Super Mario
Bros. and one most modern critics seem to have forgotten. See,
what no-one remembers anymore is that in the story printed in the
original manual, it's stated Princess Peach is an extremely
powerful sorceress, possibly the most powerful in the entirety of
the Mushroom Kingdom, and the *only* one with the power necessary to
push back the Koopa invasion force and secure the land. Naturally,
Bowser wants to seal her away where she can't do any damage so he can
stomp over the Mushroom Kingdom uninhibited. Frankly, Peach is the
one who saves the world in that game: You, Mario and Luigi, are just
there to give her a hand and clear a path for her. Even if the plot
of Super Mario Bros. made sense though, that doesn't explain
or excuse all of Bowser's subsequent kidnappings of her, does it?
Well, no it *wouldn't*, if he had done it again, as I'm
inclined to argue Bowser never kidnapped Peach a second time, and
even the first time is debatable.
Shigeru
Miyamoto is not a hack writer. I mean I really don't think I should
have to state this, but a lot of critical readings of Nintendo games
seem to operate with this as an implicit fundamental premise for some
reason. Even in the more recent games where he has little-to-no
creative input, he still has to sign off on the game and let the
developers know they're being somewhat loyal to his original vision.
They have to be meeting his expectations to some extent, and unless
he's a terrible writer there must be something more going on here.
And indeed there is: Look *very* closely at the Super Mario games
that came after the original, starting with the US version of Super
Mario Bros 2 (A.K.A. Super Mario USA), the next game
Miyamoto had a major hand in. The story is, as is well known, meant
to be a dream, but the game opens up with a *curtain call* and you
select your character by *shining a spotlight* on them. Super
Mario Bros. 3 takes this to the logical extreme by not only
having the title screen be a big stage with a curtain and props, but
the level design itself looks like it's been built by stage hands, as
there are conspicuous amounts of bolted-on scenery and scaffolding
and Mario and Luigi even “exit, stage right” whenever the level
ends. The Super Nintendo games Super Mario WorldXSuper Mario Bros.
4 and Yoshi's Island take a slightly different tack by
opening with fairy-tale narration, but the main point is still there:
These games are stories being retold via the act of playing them.
Not a spotlight. I think it happens in the SNES version. Still, picture is worth 4.532 words.
\
I think
it should be obvious what the logical conclusion to all this is: The
Super Mario games are plays, and Mario, Luigi, Bowser and yes, Peach,
are part of a travelling acting troupe. Peach just happens to be
comparatively badly typecast, or maybe it's an attempt to retell the
same story many times with subtle variations as a kind of metaphor.
This isn't, I hasten to add, solely my interpretation: It's a fan
theory gaining significant momentum online (to the point even Cracked mentioned it) and has even been confirmed in a statement from Miyamoto-san himself. This also handily explains the various Mario
spinoff games and why Mario and Bowser play tennis and go kart racing
together when they're not at opposite ends of a plan for world
domination (incidentally, this revelation, paired with the
working-class origins of the characters, leads to the intriguing
conclusion Miyamoto is likening Mario's acting troupe to William
Shakespeare's. Do with that what you will). This reading does seem to
hold: If we look at just about any Mario game made since the original
five or so, we see that curtains, stages and retelling stories have
become fundamental parts of the series, not to mention the infamous
fact it's difficult to read the Mario and Donkey Kong from the
original Donkey Kong as being the same characters from Super
Mario Bros., Donkey Kong Country and their successors. Obviously
they're not: They were playing different roles in a different play at
that point.
To
return to the main thrust of this post, which was how high-end
digital technology like 3D and HFR enhances performativity in media,
let's look at the most recent Mario game as of this writing (or at
the least the most recent one I've played): Paper Mario: Sticker
Star on the 3DS. The case for HFR is fairly straightforward and
self-demonstrating in my opinion, something I feel I've sufficiently
justified and not as relevant to video games, so we'll talk about 3D
here. The Paper Mario spinoff series has always driven home the
theatrical production reading harder than other Mario series, and
this new game is no exception and clearly delights in having
stereoscopic 3D to play with. Mario can move in, on and around
various bits of scenery, which can be knocked over, picked up again
and rearranged to suit different gameplay needs. Everything looks to
be made out of cardboard and a key aspect of the game is remembering
that the levels are literally cut-out facades in a three-dimensional
world, and the game forces players to keep checking things from all
angles to find everything. It feels as if Mario's in a play and
improvising on the fly when props and sets don't always do what
they're supposed to. While the game's major point could probably be
conveyed without it, clearly it's relying on stereoscopic 3D to get
it across particularly vividly.
Another
3DS game I've been playing recently, Atlus' Code of Princess,
uses a similar approach. It's a cross between an arcade beat-em-up
and a JRPG that's wholly aware of the inherent ludicrousness of both
genres. The characters are all delightfully self-aware parodies, and
even more laudably mostly female, but the most interesting aspect of
it from our perspective is the way the battle stages work (and as an
aside, note the ubiquity of the term “stage” to describe video
game levels). Like in most beat-em-ups, Code of Princess uses
a static camera angle that slowly follows the character as she fights
her way from left to right. The main innovation here, aside from the
aforementioned RPG experience system and genre awareness, is the fact
there are three main battlefields on the screen at once, and the
characters can leap into the background and foreground at various
degrees, which is where the stereoscopic 3D comes in. It's not as
overtly theatrical as a Mario game, but the world of Code of
Princess definitely feels much more like a stage set thanks to
this sort of gameplay (in addition to the general look-and-feel of
the game on the whole) than a fully developed fantasy land, and
that's to the game's benefit.
Just
like a play, these games work by recognising they're inherently
performative and gain a lot of their strengths as works by playing
off of the audience. Each playthrough of a video game is different,
even before you factor in the different styles and tastes of
individual players, just as no two performances of the same play,
even if it's put on by the same troupe, will be identical. This is
abundantly clear here, as it is in all video games, but I maintain a
thread of performativity runs through all creative works: We wouldn't
have differing interpretations of things if it didn't. So why pretend
it isn't there? Why pretend movies, music books or your medium of
choice exist in a vacuum separate from human emotion and thought?
That's the perhaps uncomfortable truth things like 3D and HFR force
media critics to come to terms with. Far from getting us closer to
some mythical Truth, all these new technologies will do is remind us
of the multiplicity of meaning, and I for one couldn't be happier.
O
Objectivity our subjugator, your legend is lies, lurid and false;
your dreamlike reverie a con for the ages.
One of the ways Nintendo was able to rebuild the viability of home video games after Atari imploded and took the whole industry with it in 1983 was to reconceptualize video games as children's toys. It may seem strange to look back from our vantage point and observe how bizarre and radical a shift this was, but it was a very deliberate and tangible change in direction with repercussions. Nintendo had been expressly warned that launching a new game console in the wake of Atari guaranteed them failure as Atari's collapse had tainted the entire industry. Therefore, Nintendo consciously marketed the NES in the US as a hot new toy for kids in an attempt to avoid comparisons with the failed Atari 2600 and other personal computers that were starting to dominate the consumer electronics market. Afterward, and once it was a reasonable assumption that the majority of youngsters had access to an NES, it became very easy to take this fact and build a huge merchandising empire out of it. There was Nintendo breakfast cereal, Nintendo bedsheets, Nintendo clothes, Nintendo action figures, Nintendo stuffed animals, Nintendo sports equipment (*yes*) and even Nintendo Saturday Morning Cartoon shows (they were all crap, in case you're wondering, but this really isn't the place to talk about Saturday Morning Cartoon shows in any detail). But that's far from all that was going on with NOA and the NES: the clever idea they had was this. Once all the parents bought their kids Nintendo consoles and games for the Holidays, they'd be able to subtly start showing off the machine's true potential and capabilities. It worked, and worked amazingly well.
The conflation of games with toys that really started with the NES may be where some of the stigma gamers claim to experience originated from, as it could be said they never “outgrew” their “toys”, but it's telling no similar strategy was used in Japan, where the thing was simply dubbed the Family Computer and even had a floppy disk drive and a planned rudimentary Internet-like system. It's also crucial to note that Shigeru Miyamoto's early arcade games, Donkey Kong and Mario Bros. were expressly not designed to be solely kids' fare, meant to to be played as they were in bars. But of course we know better: NOA's little scheme to sneak the NES into households under the radar was absolute genius, and it was a common occurrence in many homes for parents to put their kids to bed after an evening of watching them play Mario and then, after the kids were asleep, to creep back downstairs and spend the rest of the night playing Nintendo themselves. Many grandparents were enthralled by the new games too and would discuss them just as earnestly and fervently with each other as their grandchildren did.
This was of course Nintendo's goal from the start: To make games anyone could enjoy, appreciate and share. This is an intellectual tradition of theirs that dates back to Donkey Kong, the Game and Watch series and their skeet shooting ranges. I surely need not remind my readers their first console was called the Family Computer. This is why I'm so continually baffled by people who bemoan the Wii and it's abandoning of the “hardcore” to court the “casual, social crowd”. As if Nintendo had ever catered exclusively to the “hardcore gamers” (a term of self-definition I personally find incredibly intellectually and historiographically lacking). Nintendo's games have always been for anyone who possessed a child's unconditional love of life, no matter what the biological or calendar age. No-one is entitled to a monopoly on them.
In any case, given the Nintendo saturation that was prevalent in the late '80s and early '90s, and even after Nintendo of America made a concerted effort to make video games synonymous with kids' stuff, which the medium absolutely had never been before 1985 or so, I can say from my experience at least that neither myself nor anyone I knew was ever persecuted or bullied for liking video games. It was just something kids did: You talked about Nintendo on the playground, went home, ran around outside for a bit, played some video games and watched TV. If it was the summer, you'd split your time between traipsing around forests building forts and playing kick-the-can and eating lunch with the Nintendo. To be perfectly honest and fair I was homeschooled for a lot of my childhood so the interaction with friends and the use of the playground as a social centre was a bit limited for me personally a lot of the time, though I did witness it and have comparable experiences with the friends I did make and members of my own family. In a previous post I've already recounted my memory of playing Super Mario Bros. at my cousins' house: Playing video games together with them was a regular occurrence, either at our place or theirs and was usually done after coming in from having adventures outdoors for the day and before dinner (and after at times as well) and those evenings spent playing local multiplayer on the NES or passing a Game Boy back-and-forth with my cousins are some of my most treasured.
As I got older and travelled elsewhere, home video game consoles continued to be a source of social bonding for me. For a time in my teenage years I attended a school where Olympic-bound athletes would take their lessons during their training period. The campus during that time was a weird confluence of extremely determined professional athletes, serious academic-minded scholars, artists and conservationists. It was an utterly unique and valuable experience and I even got to train with the local snowboard team for a bit while I was there. Video games were a big part of my social life there too, as me and the rest of the trainees would often hang out in the lounge after school taking turns on the communal NES and various SEGA consoles (there really were quite a lot of those, weren't there? And all out at the same time too). One of the at once coolest and strangest things I remember happening was hanging around the lounge alone after hours one evening playing Super Mario Bros. and having my science teacher, a charming young lady fresh out of college who split her time between teaching at the school and working as a tour guide and ecologist on the summit of the tallest mountain in the state, walk in and, seeing what I was playing, excitedly sit down next to me and jump into the game with me. She even taught me some of her signature tricks to navigate the underground levels-it was awesome.
Every new place I go games have traditionally been a kind of glue that held my various social connections together. From joining my whole dorm in an impromptu Halo: Combat Evolved tournament on the lounge XBOX, throwing LAN parties with my suite-mates over a local network we Gerry-rigged together for us and us alone to late-night Super Smash Bros. jam sessions with the guys from the common house, video games have continued to frequently go along with some of the best memories I've shared with my friends and family. And, just as always, everybody played: Girls, boys, athletes, alpine tundra ecologists, creative writing students, artists, frat guys, humanities scholars and astronomers. There was never anything strange or unusual about that: Video games were a universally shared cultural experience, just like any other kind of media, hobby or activity. I'd never thought of them otherwise.
Because of this, I've been presented with quite a few large and confounding philosophical problems these last few years. Things like “When did video games ever fall out of the 'mainstream'?”, “Where did the self professed gamers come from, why are they apparently so horribly persecuted?” “Why does playing video games constitute a subcultural lifestyle any more than watching movies, reading books or listening to music does?” and perhaps most annoyingly “Where are all these big mean jocks who are supposed to bully me for playing video games? I mean, I went to a jock school forchrissakes: If anything qualifies for that label it's a school for Olympic athletes in training. The only jocks I knew were the ones playing Nintendo with me in the lounge. Does that make me a big mean jock too? Do gamers just watch too many John Hughes movies?”.
In spite of the attitude my above glibness might imply, I'm not intending any of this to belittle anyone's personal experiences with video games as a medium or in anyway claim their positionality is imagined or fallacious or that mine is more valid. What I am saying is that my positionality is radically different from theirs, to the point of complete incongruity, and I don't understand why. There certainly does seem to have been a shift in the way video games were generally perceived and a clear-cut turn to a presumption that the medium has always been underground and fighting for legitimacy, I'm just not sure when and why that happened or where it came from. I certainly remember some half-baked moral panics in the mid-1990s to early 2000s over games like Mortal Kombat,Grand Theft Auto III and some of id Software's early games and that some especially obnoxious politicians were complaining games were corrupting the youth, but I honestly remember that never being something anybody really took too seriously (the Columbine school shooting aside, of course, but even that seemed to resolve itself rather quickly) and the sort of thing that happened to all young media, like rock music and witchcraft. There is of course the omnipresent existential nightmare of how video games handle narrative and how they compare to other forms of media in terms of artistic expression and value (goodness knows I've written enough on that already and I'm far from through yet), but that's a problem of self-reflection the industry brought on itself, not had imposed on it from the outside.
I'm also not saying bullying and bigotry isn't a problem for far too many people: In fact, the older I get the more convinced I am it's the defining aspect of Western society. I was picked on as a kid too, though not nearly to the same extent as others and nowhere near as much as I would have had I not been an extremely private person, and only so far as the fact my elementary school was full of egomaniacal bastards who were horrible to everybody. In other words, of all the things I was made fun of for growing up, playing video games was not one of them. And while I never experienced any video game-driven harassment as a kid, or at any other age for that matter, this does segue nicely into my final point which is, if video games had never been a harsh, exclusive, unwelcoming environment in the past, they bloody well are NOW and most of the vitriol is coming from within the so-called “gamer” community and is being perpetuated by the industry itself.
While I of course am going to avoid generalizations and stereotypes and know full well not all self-professed gamers are angry, bigoted people there's no way to put a fine point on this: The games industry as it stands today is a damn scary place as far as I'm concerned and honestly makes me ashamed to be involved with it at times. The treatment of women is particularly unforgivable: Just this past year we've had competitors at a Capcom-sponsored Street Fighter tournament sexually harass a female player to the point she was forced to drop out, a sizable army of cyberbullies send incalculable amounts of appalling hate speech and threats of violence to a female producer attempting a startup campaign for a Web TV show about Male Gaze in video games and not one but TWO high profile games journalists getting fired for verbally abusing female personalities over the Internet in clearly sexualized ways. I'd go into these cases more and scores others to boot, but I'll instead link to this article which summarises them all nicely.
It's not just from the gamers: Our industry thrives on sexualized violence, and why not if that's what its consumers want? I briefly mentioned the male domination subtext in the blockbuster hit Batman: Arkham City in the past and the questionable gender politics inherent in franchises like Call of Duty and Gears of War should hopefully require no elucidation. This year we even got a lovely trailer for the new Hitman game, Absolution, which took great pains to show protagonist Agent 42 brutally slaughtering a group of supermodel female assassins dressed in fetish nun gear. However, for my money there's no better example than the games proudly showed off to legions of jubilant games journalists at E3 2012. The Far Cry 3 demo began with a minigame where the player gets to grope a submissive female NPC's blocky breasts and proceeds into a horrific bloodbath of explicit and brutal violence. Assassin’s Creed 3, the latest entry in a franchise already about creative ways to murder people, clearly revels in the new elegant ways to dispatch the many representations of living things contained within. New entries in the Splinter Cell and Tomb Raider series were no different, the latter even being an exciting reboot where pioneering video game leading lady Lara Croft gets a new violent and depraved backstory and gets threatened with rape at numerous points in the game to make her feel more “vulnerable” and “realistic” so players would want to “protect” her. Hell, even Watch Dogs, arguably the most interesting reveal at the show, has one or two fairly disturbing moments.
I'm not one to defend censorship or claim violence has no place in fiction, but there's a difference in the way the violence was treated here. If you must use overly violent content in your work, it ought to have a purpose, usually to show off how serious and disturbing the setting has become. None of these games do any of that, and it seems more and more like gamers don't care. This violence is sexualized and celebrated in a way that alarms me (especially given this industry's obvious problems with women in general), and both the producers and critics seem on the whole fine with this. This editorial from GamesRadar adequately relates the sickening feeling and impending sense of dread I got sitting through this year's E3 and the problem is so pervasive and evident that both WarrenSpector and Shigeru Miyamoto have publicly come out to condemn it. What this year has ultimately shown me is how out-of-touch the games industry has drifted from reality and I from it. Simply put, this medium is unrecognizable to me and both the latest crop of games and the sentiment I'm getting from the “gamer culture” these past few years is most assuredly not why I fell in love with video games. Should the industry continue down this path, I'll eventually, and sooner rather than later, run out of positive things to say about it or really anything to say about it at all.
It seems to me, to quickly and unfairly psychoanalyse a ludicrously large swatch of people, that these most vocal aspects of “gamer culture” seem terrified their Old Boys Club might actually be split open to allow other people entry, even (gasp) women. This is positively ludicrous. As I've spent the last obscenely long tract arguing, video games are, and always have been, for everybody. They are, at least from my experience, a unique and intimate way to connect people separated by distance, worldview or even (and especially) in the same room. If “gamers” continue to complain about being unfairly marginalized and this is the best they can come up with to argue their case, well then frankly they ought to be ignored. Any creative outlet or culture this insular and hateful has no right to any kind of voice at a public forum or really even to exist. I still may not know who these gamers are and where they came from, but to be perfectly honest if this is how they represent themselves I don't want to know, nor do I want anything to do with them and I'll be damned if I let them selfishly hoard our shared cultural traditions and experiences. What I'd rather learn is what happened tho the kind of communal spirit and attitude towards video games I remember from my childhood and I know for a fact existed thanks to historical record. More to the point, I'd like to know if there's any way to ever get it back or if it too is forever doomed to be an artefact of history alongside my NES, the Pong cabinet at my local pizza parlour or the video arcades that used to be on every kid's street corners.
Note: So clearly what I'm talking about here is the Oculus Rift. Equally clearly, I have absolutely no idea that's what it is in this piece and seem under the impression it's of John Carmack's design and not Palmer Lucky's and unaware it's an independent company, which it is. To be fair to me, I was far from the only journalist to make this mistake and the coverage of the Rift at E3 2012 was spotty at best, leading people to make posts like this.I'll leave this up as my larger points on VR are ones I still stand by, despite getting the details of the machine itself pitifully wrong. I hope to have a full review of the Oculus Rift once the consumer version ships, as well as a follow-up on the promise and potential of VRsometime later in the year (2013).
Header video is, of course from The Angry Video Game Nerd, one of my favourite shows ever. If you're in the small minority who still aren't familiar with James Rolfe and Mike Matei and would like to see more from them, please check out their site here.
Well, at this rate my rule about “not covering current events unless particularly relevant” is starting to sound downright farcical...
So E3 2012 was this past week as of this writing. I wasn't physically there thanks to prohibitive travel costs and lack of an official press certification, but I was able to follow the breaking news in real time via a massive amount of streaming content, on-floor video, LiveTweets, instant recaps and my own personal array of spy satellites controlled from the Moon Base where I secretly plot to take over the world. Oh wait, you weren't supposed to know about that last part. Anyway, despite this year's expo being an overwhelmingly tepid and lukewarm affair that showed the industry in a creatively bankrupt holding pattern, there were a few interesting reveals of note. First was Ubisoft's ambitious-sounding new IP Watch Dogs, which I'm sure you'll find is the darling of the games media right now and the talk of the Internet and which hints it might tackle some intriguing, sophisticated and timely themes about the world socio-technoscientific zeitgeist. It certainly deserves a closer examination, and I'll be happy to rise to the challenge when it's actually a thing.
The second, and more important, reveal in my book is one that has baffilingly received very little attention, even on the show floor itself. I find this inconceivable because for me it was the absolute highlight of the entire weeklong expo. Tucked away in a little alcove and separate from the main conference hustle and bustle, John Carmack, whom I've expressed quite a fondness for on this blog before, was demonstrating a side project he's been working on that showed off some truly astonishing technology and potential. With a funky looking pair of goggles literally held together with a duct tape headstrap, Carmack hopes to do no less than bring back that electronic pipedream of the early 1990s, Virtual Reality, and damn well do it properly this time. What's even more unbelievable, if my informants from Los Angeles can be trusted, is that he's actually managed to do it. Describing how he's pulled it off requires some rather muddling digital computer lingo that I don't entirely understand, so let's let the man himself explain in his own words here and here.
What I find so exceptionally laudable about what Carmack says is that, from the way he tells it, this new kind of Virtual Reality system finally does what everyone who was taken in by VR in the 1990s wanted it to do: Fully immerse the player in a realistic-feeling digital world. Even better than that is Carmack's drive to make the materials to build the headset freely available to actual players as a kit that can be purchased for a price that's frankly scarily affordable. This is a conscious, targeted return to the hacker and HAM Radio roots of computer hobbyism that makes up a not-insignificant part of the video game community: A breathtakingly forward-thinking approach to an intellectual tradition that dates back to the Altair 8800 and the BBC Micro. The contrast between Carmack's spirited little demo and the vapid sludge I saw on display at the EA, Sony and Nintendo press conferences was completely night and day. John Carmack is truly the real deal and seems to have the healthy future of both the industry and the medium square in mind. Frankly, where he goes I'll follow.
As excited as I am for the hacker-positive aspects of Carmack's new project and as much as its ramifications and what it reveals about the culture of video game fans deserves careful attention and analysis, what I find most promising about it is what it illustrates about the way video games handle narrative. I had my suspicions before, but this new project has made me certain: John Carmack is not just a whiz kid techie with a bottom-up attitude, he's the first developer since Shigeru Miyamoto to effortlessly grasp what makes video games unique amongst creative media and I'm overjoyed he now works for Bethesda. To explain a little bit more about what I mean and why I'm making this claim, I need to bring up some things Sony showed off at E3 this year.
Sony's press conference was essentially one great big party thrown for the so-called “hardcore gaming crowd” and the loyal PlayStation faithful. It seemed to go over rather well (and it damn well had to given what Sony's fortunes are right now), especially coming off of the sleazy EA show, the fever dream of a Ubisoft presser and the supposedly-disappointing Microsoft showing. I was personally entirely unmoved, but my reasons why are part of a larger attitude I see present in gamer culture and are better saved for another day. One thing both me and my colleagues were in complete agreement of however was that Wonderbook for the PlayStation 3 is an absolutely nonsensical and pointless waste of time. In case you are unfamiliar with the madness that is Wonderbook, allow me to illuminate you: Wonderbook is basically Sony's stab at an Augmented Reality programme where players stand in front of the PlayStation Eye, hold a book-like tablet and wave the PlayStation Move controller over it to make things appear on screen. This was demonstrated by a Harry Potter licensed game where aspiring wizards use the Move controller like a magic wand to turn pages and interact with words to do things like cast spells and trigger minigames. Sony claims this will revolutionize the act of reading and allow books to “transport you to other worlds”.
Let's leave aside for the moment the fact that books are already designed to trigger the imagination in their own way and in no way require motion control nor Augmented Reality to do this and the troubling notion that all of the Wonderbook titles seem to be written for kindergartners. What I instead want to focus on is the Sony's notion, very problematic by me, that video games and books somehow need one another. The existence of Wonderbook tells me that Sony thinks books would be improved by slathering on some token rote interactivity and, conversely, that video games are improved by being connected more intimately to books. By implying the mediums are in some way codependent, and logically in some way related, this cheapens them both because in my view books and games couldn't be more different in the way they interact with readers. Books, while dependent to some extent on readers using their imagination to flesh out the look-and-feel of the world, are generally passive media that rely on a linear form of narrative built around character development that is slowly and methodically revealed to the reader. The story has already been told, in other words, and the reader just has to guess how it will turn out. Whereas video games, as I've argued, are designed so players can generatively build the story in tandem with the developers (when they even have a story, which is not even a prerequisite). Given this logic, what is the purpose of Wonderbook? If the book's story is open to player agency, it's not much of a book and if the story is already mostly written the player's role is largely irrelevant. It's a bad game and a bad book all rolled into one: Like one of the potions in The Elder Scrolls V: Skyrim that gives you an error message and disappears when you mix incompatible ingredients, much less than the sum of its parts.
There's a bothersome habit amongst game developers and journalists that, because of the medium's troubled history with moral guardians and its general struggle for legitimacy, to attempt to justify its existence by comparing games to books and movies. If they could somehow show games can tell as good a story and provide as good an experience as the best novels and films, they reckon, this will finally prove video games are a valid and respectable form of art and entertainment. This logic is, simply put, wrong. Video games are most certainly a valid and respectable form of art and entertainment, but not for these reasons at all. When developers operate from this mentality we get calculated misfires like Wonderbook and, more to the point, Quantic Dream.
For those unfamiliar with Quantic Dream, they are a positively vainglorious development studio headed by the unflappable and controversial David Cage who has spent the majority of his career trying to beat Hollywood at its own game. Responsible for such massively-hyped hits as Indigo Prophecy and Heavy Rain, Cage's group has embodied better than any other studio the trend to make “cinematic” games. By hiring A-list actors and jockeying to remain on the cutting-edge of realistic motion capture technology, Quantic Dream consistently aims to provide the most realistic games with the most nuanced and sophisticated narrative. Cage often boasts the stories in his games are as good or better than those of the most dramatic movies and are singularly responsible for proving games are art, an argument that might hold water if any of his games were written well. If my bitterness and apathy hasn't already betrayed my positionality, Cage's is not a viewpoint I am especially fond of and I've found both of his previous efforts to be deeply unpleasant experiences. Both Indigo Prophecy and especially Heavy Rain are built around making decisions at crucial moments to activate different paths on a ludicrously branching narrative. It's definitely interactivity and the player is a crucial component to the game's story to be sure, but not in any meaningful way in my view. Mostly these games play out like really fancy, dolled-up choose-you-own-adventure novels to me and any investment to be gained from them comes from the themes discussed by the characters during the constantly playing narrative which is so carefully-constructed I feel distant from it. It's all the reasons I gave for not liking Mass Effect but taken to the logical limit.
The reason I bring up David Cage and Quantic Dream is because they were another developer to unveil a new project at Sony's E3 conference. Dubbed Beyond: Two Souls (or 3EYOND, I'm actually not sure which), it will apparently chronicle the story of Jodie Holmes, played by Academy Award-nominated actor Ellen Page and deal with Cage's own ruminations on death, mortality and the afterlife. The trailer revealed at E3 had the commendable gonads to be several minutes long, rendered entirely using the in-game engine and show off no interactive gameplay whatsoever to the packed auditorium of veteran games journalists. Never have I seen a finer demonstration of David Cage's opinion of players, interactivity and the basic fundamentals of the video game medium.
Both Wonderbook and Beyond: Two Souls are symptomatic of a big problem the games industry has in my opinion. This constant, insecure pursuit of comparisons to books and movies misses the core value and purpose of video games as a medium which is, as I've argued the ability to effortlessly share experiences and build a shared world through which an infinite number of singular stories can be told. This is something neither books nor movies can do in my view because they are passive media. Without that crucial element of player agency, there's no tangible connection to the fictional world (this is of course not to say one cannot get invested in a book or movie; there's a difference between relating to something and experiencing it). Books and movies are very good at telling stories other people have written and provocative themes can be explored through them both textually and metatextually, but they are at heart still based around linear narratives readers can look at and critique from afar. Video games are something completely different and to conflate the three of them is spectacularly wrongheaded in my opinion. It's like in the Uncharted series, which is designed from the ground up to be like an action movie. Players assume the role of an Indiana Jones analogue and move from setpiece to setpiece and magnificent cinematic cutscene to magnificent cinematic cutscene. Even the mechanics themselves belie the action movie influence: Players do not “die”, they “throw the take” and have to “redo the scene”. Everything about these games gives the impression developer Naughty Dog have a very specific story to tell and if the player deviates from the literal script it makes things inconvenient and annoying for them. Player agency has been compromised in favour of linear narrative, and I don't think there's anything more self-destructive than that for a game. I dread a world where every game is like Heavy Rain or Uncharted.
This brings us back to John Carmack's big idea. Carmack, and his partners at id and Bethesda, understand the importance of agency in a way Sony, Naughty Dog and Quantic Dream don't seem to be able to. It's telling Carmack and id made their name via seminal first-person shooters like Wolfenstein 3D, Doom and Quake, which were all groundbreaking early steps towards immersing the player in a game world in a way that had never been attempted before, at least not with any real success. The big revelation these games ushered in is right in the name of the genre they helped codify: “First-Person Shooter”. For the first time, there were games that put the player literally in the shoes of their character, making the proverbial link between them and the game even more direct and intuitive. It's difficult to overstate the effect this shift had on the way players interacted with games: No matter how seamless and intimate Super Mario Bros. was, there's truly something to be said for the ability to actually see through the eyes of a character. It simply adds a layer to the experience that hadn't been there before. What id's games did for the first time was change the role of the player from puppeteer to active agent within the game world itself (Miyamoto eventually found a way to change the paradigm here too, but that's another story). Now, with his new experiments with head-mounted VR displays, John Carmack may very well be taking this core concept to the next stage.
If video games are, as I've argued, fundamentally about sharing or creating a generative experience and the point of player agency is to blur the boundaries between the players, developers and game world than a viable first-person perspective is a logical way to facilitate this process. Likewise, competent and effective motion control and well-implemented stereoscopic 3D are further technological ways the medium of games can invoke to make provocative statements (the latter is also important for visualizing 3D space and kinesthesia, as I have of course argued before). Setting the accuracy of the statements aside for the moment, the intimate, pure sense of “I found this” or “I saw this” or “I made this happen” which dates back to at least Super Mario Bros. is integral to the way video games convey themes and I feel Virtual Reality could be the singularity at which technology will finally be able to demonstrate this in its purest form. In my opinion the more streamlined we make interfacing with our games, the easier it will become to connect and resonate with them because it will be easier for us to feel like the experiences onscreen are actually happening to us. This is exactly what Shigeru Miyamoto wanted to evoke through Super Mario Bros. and is the core difference between active and passive media and why trying to shoehorn a linear narrative onto a video game is such a poor choice in my opinion. The way I see it, games like Uncharted, Heavy Rain and Mass Effect series would all be far more evocative and powerful titles if, rather than pausing the game every few seconds to play a lovingly rendered CGI cutscene with professional actors angsting about choices the player has or has not made, players are confronted with those choices and the themes of the work at a visceral, personal level because they have been made to feel an intimate part of the world or narrative.
In the not-too-distant future I'll take a closer look at a game that shows how this alternative can work brilliantly, but for now I want to concentrate on the potential Virtual Reality has to be a perfect fit for this oft-overlooked model of critique and, frankly, revel in the knowledge I live in a world where it can not only exist, but exist in an open, generative, bottom-up form that's true to a pioneering ideal of the medium in a way unlike anything else I've seen in recent memory. There may very well come a time when this too is subsumed by the soulless corporate lowest-common-denominator chasers or misguided hipster artists that have the run of the industry today, but for right now let me bask in the afterglow of an unexpected victory for not only the video game spirit that caused people like me to fall in love with the medium a long time ago, but also the playful underclass that helped light the spark of that ideal in the first place. If this is where one of the medium's leading lights is pushing the medium to go, then I for one am behind him totally and completely and hope he gets all the support and resources he needs. I'd adore for this to be our future and can't wait to see how inspired developers utilize the potential of this new technology to make the most evocative artistic video game works to date. Just this once, I hope a so-called “innovation” lives up to its hype instead of becoming a last-minute cash grab in the dying throws of a generation desperately tossed out by publishers who know they can no longer compete, destined to be abandoned as quickly as they were introduced.