July 12, 2009

Repeat Forever If Necessary

In a lifetime of playing video games, I never wanted to make them. In the last three years, I've made friends with video game developers, but never once have I asked them why they wanted to do that for a living. Instead of asking them now, I came up with my own explanation for why it's so wonderful to create video games. I.e., from the mind of someone who doesn't understand what's so great about making video games. This rationale, I'm sure, falls somewhere between arrogant, saccharine and inaccurate. You'll miss all this when I'm gone.

If you're writing a story, linearity and non-interactivity have obvious benefits. Games by their nature are an interactive medium and it's hard telling a story with fixed themes, plot events, characters and atmospheric elements while letting the player change all of those at their leisure. It's hard to create contingencies that anticipate everything the player might want to do, obviously, but maybe the writer likes what they wrote, thinks it's important to the game overall, and isn't going to let anyone screw around with it. Even a small and relatively logical design choice like having the wasteland of Fallout 3 be bleak annoys certain players so much that they'll only play it with a mod that turns the skies blue, peaceful and postcard-happy.

In making a video game you have to sacrifice authorship to some degree. Most single-player games, which try and relay scripted stories, compromise -- they convey the plot is conveyed entirely via cutscenes, for instance -- and there's nothing inherently inspiring about a compromise. If that's the approach you're going to take, why not make a novel or film instead? You won't be cresting the wave of new media but you retain creative control where it matters. These are the drawbacks, but think about what you get in return for putting your efforts into making a game.

According to the most classic definition possible, games are not stories or narratives. They are rulesets designed to live in perpetuity and whose potential can never be exhausted. Individual instances of the game can be won or lost, but the game itself never ends.

Rules are important but they aren’t interesting by themselves. The individual fascination comes from who the players happen to be, and the social dynamics that result from whoever occupies those positions. In sports, the players are more famous than the designers. I can name a dozen baseball players before I can tell you who was baseball’s creative director.

Games -- in every permutation except for those games more preoccupied with relating a fixed story in a single-player environment -- are most valuable as a framework for social interaction than as a narrative. Challenge isn’t even that important. The kind of drama that will really resonate with players results not from the villain's secret plan, but which teams are playing against each other, what the odds are, and who do you know that’s a fan of this team over the other.

This is true of sports, card games, board games and some video games. It’s certainly the case with multiplayer games or party games. Games depend on people as a resource, and so long as there are interesting people around, the game in question will stay relevant and important. Counter-Strike today is less about shooting fictional terrorists and more about an ad-hoc team of “professional” Counter-Strike players/college dropouts touring Texas in a van. World of Warcraft can be less about gryphons or gold than which players end up getting married or murdered in real life. Real interpersonal tensions emerge in your fake rock band and someone genuinely surprises you by having an amazing singing voice. Even Donkey Kong can experience a relative cultural renaissance when it becomes identified with the personal sagas of Billy Mitchell and Steve Wiebe rather than Jumpman.

Games remain important as long as there are people to play them. Games at their most successfully mainstream are also the most vacant of authorship. There are people who think Call of Duty is the nerdiest thing ever but will not blink at joining in a game of Rock Band. Games can be about creating opportunities for players to leave their fingerprints all over the experience.

Games can become personal in a way that appreciating a masterful narrative is not. It's harder for an audience to take ownership of that. If I ever have children, I bet that in their lifetimes that they are much more likely to play Tetris than Heavy Rain. And as gratifying as it can be to have someone laugh at your jokes, isn’t it more satisfying to create something that stands for eternity?

Think about what that’s worth. This might not be the primary reason why people make games, but what a reason!

Most single-player video games are not like this. The variability that they do offer is severely limited. Games are the only medium that replicates the conventional styles of storytelling of film or prose and then tries to make them infinitely repeatable. Rarely are these attempts at immortality elegant. Video games will scatter moments of possible variation throughout a preordained story just to claim that the game has a lifespan longer than any single player’s interest.

Increasingly, games are rendered in such high fidelity and at such great expense that it’s not cost-effective to deliver choices that can have a truly significant impact on the direction of the story. There’s no obvious reason to go back through these games because, despite what it promises, nothing of consequence will be very different.

The ethical dilemma that is the beating heart of BioShock, for instance – whether to redeem the little sisters’ souls or redeem them for prizes – barely affects the game except for the 30-second cutscene that you see before the credits. You can choose from a handful of avatars in Far Cry 2, and this will change a few of the characters that appear. But it doesn’t affect at all the story that is being told or that the resident militants will fire upon your Irish terrorist as readily as they will upon your Israeli terrorist.

Even if the particular choices are significant, how many players will truly appreciate the variety? Deus Ex can be played as a super-intelligent hacker or as a double-fisted, heavy artillery linebacker, but whatever approach I chose the first time, I chose because I liked it more. I’m not going to vary my play style away from what I actually enjoy just because it’s a theoretically possible to do so. It’s great that I get to play the way that I would prefer, but that doesn’t entice me to try it another way.

Replayability in single-player games is an exploration in limitation. But single-player games that tell linear stories don’t need to be infinitely repeatable to be powerful. I do wish that games that want to be more like interactive stories would offer less choice in most cases. Once a player discovers how little the “choices” in Far Cry 2 or Grand Theft Auto IV differ from one another, it can’t possibly improve anyone’s opinion of the game. I would rather that the games which want to tell a fixed story were more confident in doing so – instead of pretending that the players have more influence than the developer is actually willing to relinquish.

Metal Gear Solid's cutscene-to-gameplay balance is famously out of proportion with what is expected of a typical video game. This video game has always wanted to be far more like a movie than like Scrabble, and given the series’ verbosity, its choice of format is probably not all that beneficial to the game in question. There’s a lot to criticise about Metal Gear Solid, and Hideo Kojima could probably stand to bring in his brother-in-law to edit his screenplays, but there’s no reason that the kind of narrative model Metal Gear Solid uses shouldn’t exist. Even if it means calling it an interactive story instead of a game. Call it a ractive, I’m ready for that now. Call it anything that doesn’t make the developers feel obliged to intersperse inconsequential agency in their long cinematic to be legitimate.

I don't know why Hideo Kojima wants to make video games. I don't know why developers place such an emphasis on replayability when it usually means so little, unless it's there as review insurance, implemented out of expectation. But this is an exploration in my limitations now.

July 6, 2009

Release Date

Sometimes it can be fun when nobody's paying any attention. Take the first six months of Hit Self-Destruct, when I'd do things like invert every colour on the front page for one day without any explanation, or imply that I was ending the site forever. If I had stopped doing Hit Self-Destruct back in those days, I would have lied about the reason. I'd say that I was giving it up to realise my dream of being a community manager or having my own MTV show. Now, though, chastened by the existence of an actual readership, it doesn't seem appropriate to say anything other than Hit Self-Destruct is actually ending, this month, five posts from now.

There's no community manager job and there's no MTV show. There's no obvious change in circumstances that would force me to stop doing this, and I'm not giving it up so that I can do something else. Hit Self-Destruct was always something that would end eventually, and this is the ending.

Registering "Hit Self-Destruct" -- third choice of name -- in October 2007, I went in with no expectations or any sense of obligation, other than that I had accumulated enough thoughts about video games that could be exorcised in about four decent blog posts. There's a lot that has been surprising about how Hit Self-Destruct has turned out since then. Certainly, one of those things is that writing about video games on the internet for free could be one of the more fulfilling things I've ever done. And given that, the biggest surprise of all is that I'd ever want to stop doing it.

I never did Hit Self-Destruct full time; never even got to think about video games full time. Very few of the other demands on my time are as important to me as Hit Self-Destruct, but I can't quit any of those. I can't give Hit Self-Destruct as much time as it deserves (or its readers deserve), and so I can't make it as good as I want it to be anymore. This is a depressing reason to stop doing something, but, on the other hand, it allows me to leave at a point where the body of work here is still fairly consistent.

I think that I've probably accomplished about as much with Hit Self-Destruct as I reasonably can. If I kept going, I do not believe that the posts would get any better, or that there would be any more of them. Under those circumstances, I'd rather not do Hit Self-Destruct at all than see it slow to even more a crawl, past the point where anyone even cares if it's still going or not. This is how it ends, then.

There are five posts left until Hit Self-Destruct is done. I won't be done, at least I hope not. I have no idea what I'm going to do after those five posts. It won't be Hit Self-Destruct and it won't be a regular blog about video games, but after writing for this site every day of my life for almost two years, I now can't imagine ever not writing something, or not wanting an audience for it. This was so much fun to do, and thank you for that part. No more MTV jokes: if you were a Hit Self-Destruct reader that makes you a good friend of mine. I appreciate your attention and hope that you'll consider giving it again to whatever I come up with next.

Whenever that will be. I don't know what I'll do until then; I might play a video game. Or maybe I'll try something else.

June 30, 2009

Move Over Once


It should be to nobody's surprise that the Beatles are still extremely capable of making people very excited. At least, the concept of the Beatles. For instance, personally speaking, the cinematic trailer for The Beatles: Rock Band revealed at E3 last month was immediately more interesting and exciting than pretty much any other game displayed at the show.

The animated trailer, less than three minutes long, doesn't say anything new, but is so completely charming and evocative of the entire legacy of the Beatles. The source material that it draws upon is incredibly strong.

It immediately puts into perspective the Beatles' extraordinary cultural relevance and creative power, and Rock Band, wielding these, shames every other action game with a convoluted plot about Russian warlords. It's not really fair. It's almost like cheating outright. A video game about the music of the Beatles versus a sequel where you still mostly shoot people, but this time it has a "very dark story." How can the Beatles still not automatically trump everything else, unless you are a huge fan of cover systems or anime backflips?

The Beatles: Rock Band, because of, presumably, a multi-million dollar deal, is able to draw on a massive and important cultural cachet. Unlike every other game at E3 which seemed to reiterate upon the comparatively narrow history and inventions of video games.

This is all exciting, then, but also, for a couple of reasons, sad.

First of all, none of the above enthusiasm for The Beatles: Rock Band really has anything to do with the game in question. It's entirely in the presentation, and compared to the new Modern Warfare, Uncharted, Splinter Cell, whatever, The Beatles: Rock Band is going to be the less mechanically interesting of them all. The fictional layer is fascinating, but it's the same game that you have been playing for four years and buying five times a year.

The inverse credit arrangement -- first, 'The Beatles'; second, 'Rock Band' -- is probably a contractual stipulation, and historical precedent for loser acts like Green Day to argue for top billing when they get their own Guitar Hero game in 2015. (Steve McQueen dropped out of starring in Butch Cassidy and the Sundance Kid because he couldn't get credited first on the poster. Welcome to the future of video games.) But the positions are also accurate: the notion of a Rock Band game isn't as attractive as it used to be, and the Beatles are going to carry this game's weight.

And it's sad because all of this music is at least forty years old, and so to a certain extent the excitement is based on nostalgia. Which means either that the video game industry has yet to come up with anything on the same level as the Beatles -- probably true -- or that nothing in your own life is currently as exciting to you as the music that your parents listened to.

The E3 situation reminds me of the Beatles' last live appearance in 1969, the spontaneous rooftop concert in London, because the Beatles were so obviously cooler than anything else that was going on that day. They brought everything to a halt.

Except there was that one guy, the very proper British gentleman who says that, "this type of music is alright in its place, and it's quite enjoyable." That part is a completely transparent lie. "But I think it's a bit of an imposition to actually disrupt all of the business in this area." Then he either calls the police or is glad when they break up the party. And, you know, is the last live appearance of the Beatles worth less historically than whatever typing he had to do that day?

I can appreciate his point: deadlines don't go away just because someone is playing rock music pretty loud. The man's problem is stodginess rather than outright anhedonia, but if you can't get excited about the Beatles playing on a roof after not appearing live in years, what can you get excited about?

Imagine how much the sophisticated young sixties radicals on the street hated that guy. Also imagine him transplanted 40 years into the future onto the E3 show floor and besieged by game journalists who sneer at his conservatism and tell him go play M.U.L.E.

The Beatles' music is now the same age as that guy, but instead of being relegated to the past, it's part of the future. Rock Band is the future of how we experience music, haven't you heard? Or maybe it's not, and that's a hyperbolic dot-com era kind of claim unsubstantiated by the fact that not very much has really happened since Rock Band and Guitar Hero were invented.

If Rock Band is the future of music, what would that mean for the future? That kids' first exposure to rock music will be in the form of a Rock Band challenge, rather than on the Ed Sullivan show or in English dance halls or whatever? They're never going to experience an album as a complete entity, they're not going to be buying anything in a store, and they're not going to be able have songs stuck in their head without 3D guitar charts also scrolling down across their minds.

The cool mod kids who loved the Beatles in 1969 have become the old man who thinks that "this type of music is quite enjoyable in its place", and don't understand what a video game is, and resent how their grandchildren think of music. But regardless of whether Rock Band exists or not, teenagers still aren't going to be buying vinyl en masse -- or whatever a 40 year old's romantic conception of how music should be experienced it is. Everything will change anyway.

It might be too bad if kids who are capable of producing great music but no more than three chords get dissatisfied with actual guitar playing and give up. If Rock Band and Guitar Hero ever get to be satisfaction enough for would-be musicians, and they never produce any recorded material, that isn't a turn for the better. Of course, there's no evidence of that yet, and I guess we've got to wait at least another generation.

Things change. The primary relevance of the Beatles changed all the time. They've gone from being a teenage girl's wet dream to acid-tripping weirdos to a litigation factory and now to video game business leaders.

There are generational shifts in progress all the time, and only when we notice them does it make us uncomfortable. There were people for whom early, early, I Want To Hold Your Hand-era Beatles was something dangerous, and they wouldn't have wanted to surrender their experiential or moral ground, even though, in retrospect, it seems like the easiest thing in the world to let happen.

A generational shift makes your experiences obsolete and little more than a novelty to your children. I can't tell whether Rock Band is an important change or a change at all. But do you just go with it because you as a person in the 21st century would have told that British gentleman in 1969 the same thing? Because you would have told him not to call the police, and just live with it even if he isn't excited about it, since it's so obviously the right thing to do?

Who knows. That's what makes it so exciting, though, right? Or does it?