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Thursday, July 25, 2013
Pound of Flesh
Let
me give you a quick rundown of how I spend most of my time:
- In school (if it's during the school year obviously)
- Playing videogames
- Writing about videogames
- Thinking about videogames
- In school thinking and writing about videogames
That's right!
I don't have a job.
And it’s not for lack of trying that I am unemployed. No one
wants to hire a seventeen year old whose primary goal in life is videogames.
And that is a shame. But there is something that is even more shameful plaguing
the videogame industry. The cost of videogames is just too high. On a consumer
level, development level and even publication level the current cost is
unsustainable. In the past year I have
bought three games. The truth is that I do not have the funds to buy games as I
please. The result is that in one of the fastest moving and growing industries
in the world people like myself are getting left behind. Those without the
money to afford to stay current are being lost to the tide of change. With
next-gen systems on the horizon, now is the time to address the issue of the
cost of videogames.
So, what exactly is the cost of a videogame? On average, a
new game is somewhere between $40 to $60 depending on where you buy it and for
what system it is on. A used game can range anywhere from $5 dollars to
the-not-worth-buying-it-used-price of $55. The average used game price however,
tends to be around $13.67. (This price was calculated using averages from http://videogames.pricecharting.com).
But, that is just the consumer end of it all. There are also development and
publisher costs to be considered. The average AAA game can cost upwards of $200
million dollars. That number may seem extensive, but it is in fact the actual
development cost of Star Wars: The Old Republic released in 2011. Now, that may
be an extreme example, but it goes to prove the point. The development cost of
AAA development is outrageous. Followed by production costs and marketing the
total is raised further by several million dollars.
I mentioned before that the cost of videogames as it is
unsustainable. Without change or some type of intervention the entire system of
development with collapse upon itself.
Recently, Square Enix claimed that the new tomb Raider had not sold its
expected amount of units. To be clear that game sold 3.5 million units in its
first four weeks on the market. Tomb Raider is the second fastest selling game
this year with Bioshock Infinite taking first place with 3.7 million units
sold. Sony’s The Last of Us comes in at third with 3.4 million units sold. And
yet, Square Enix still believes Tomb Raider did not met seals expectations. As
a result the entire company is now undergoing a “fundamental review” in which
the company looks to “cast all of our resources towards extending what makes us
successful and thoroughly squeezing out what doesn't”. That means people will
be fired.
And this is not meant to vilify Square Enix anyway. They are
a prime current example of something that happens all too commonly in the
videogame industry. The cost of development is so high that when a game does
poorly the only result is for the publisher to either down size and fire people
or go completely belly up. Even the untouchable big three of third-party
publishers; Activision, EA and Ubisoft, do this all the time. In fact Tony Key,
Ubisoft’s Senior Vice President of Sales and Marketing, said: “That's what all
our games are about; we won't even start if we don't think we can build a
franchise out of it”. It is for this reason that yearly installments of Call of
Duty (Activision) and Madden and Fifa (EA) are made. The cost of development is
so high that publishers cannot afford to lose any possible revenue. Without the
constant cash cows that are these massive franchises the industry will
collapse. That is unsustainable, the system will not last.
One of the early
controversies surrounding the announcement of next-gen systems was the cost for
consumers for next-gen games. As the foreseeable development costs increase the
backlash will untimely hurt the consumer. Games’ going for $70 to $80 new was a
frightening reality that most consumers did not want to face. That fear was
displaced with statements from both Sony and Microsoft that their games would
remain that the $60 price range. However, specifically within Sony’s statement
the wording unclear: “we have announced the pricing for our first
party line up of PS4 launch and launch window games … $59.99.” Nothing is said
of games post launch window. Third party publishers are also continuing to be
stinging with information regarding pricing. Only EA has announced that they
plan for their games to be approximately $72.00. I wonder how many
consumers can afford to continue buying games at that price.
As a consumer, videogames are becoming
increasingly expensive. As a developer, the high costs are increasing
development and creative risks. As a publisher, the increasing costs are
forcing a system of either winners or losers. Just
look at THQ. As an industry, the cost of videogames is unsustainable.
Without change the entire industry will come crashing down. I think that is the
most shameful of all.
Thursday, July 18, 2013
Healing
When I first met Corporal Betsy I had every intent of
killing her. The Corporal was a sharpshooter for the New California Republic.
My allegiance was with the Legion for this playthrough. She and everyone else
at Camp McCarran were going to die if I had my way. Allow me to explain. The
universe presented in Fallout: New Vegas is one that I find highly appealing.
Dark cynicism and black humor are the hallmarks of that world, a
retro-futuristic result of the 50’s obsession with science fiction and paranoia
about atomic weapons. It rides the fine line between tongue-in-cheek humor and
dead seriousness. And it does so well. There are times when you will laugh and
there are other times when you will seriously ponder the moral ramifications of
your actions. Take for example this dilemma: Do I kill Corporal Betsy because
she is my enemy or do I take her quest anyway?
The quest, I Don’t Hurt
Anymore, isn’t really even Corporal Betsy’s. She does not give it nor does
she finish it. However, she is the main focus of it. Corporal Betsy was raped.
The event happened long before my new Legion Courier could have done anything
to intercede. I am informed by her commanding officer that she will not seek
help on her own. Instead, she has taken to hitting on every woman that passes
by as a coping mechanism. Corporal Betsy is a self described “stone-cold bitch”
and behaves in a way that I am told is “unacceptable in the 1st Recon”. Her
commanding officer would disciple her, but he rather that she gets help. The quest
is to convince Corporal Betsy that she needs psychiatric help/emotional
healing.
I have been in that
position before.
So, I lay my options out in front of me: I could kill them
all; I could accept the quest to gain their trust and then kill them all; I
could complete the quest to gain the XP and then kill them all; or I could
complete the quest and let them live suffering damage to my reputation to the
Legion. I considered my options, five in total if you counted just walking
away. But I was lying to myself. There as only ever one option and I knew I
would take it. Reputation with the Legion be damned.
She was raped. Nothing
is ever the same.
There is a line that I refuse to cross. Everyone has them.
We set barriers for ourselves to keep who we are and who we want to be away
from the things that might destroy us. Corporal Betsy represented that line to
me. There was no possible way that I would not complete her quest. Not for the
XP, but because I could not bring myself to let her suffer.
She was shy when we
first met. I remember that with clarity. She was beautiful and I stood there
thinking that I should get to know better. She was quite and withheld. It was
so obvious something was wrong, but I could never have known what it was. She
was brave, perhaps the bravest woman I have ever met. There was also sadness
there. Just below the surface. Her eyes would cautiously sweep before settling
on any one person or thing. She had a big secret that made her sad, but she
never let it show. She was so brave.
When speaking to Corporal Betsy about getting help she
counters that she is a soldier. No one else in her squad complains about the
little cuts and bruises. If your character has enough speech or medical skill
you can right then and there convince her to get the help she needs. I was
building up my Legionary to have a high medical skill that will be needed later
in the game. I told her that just like bruises and scrapes emotional wounds
need proper time and care to heal. She seemed to like that logic and agreed to
go get help. After a firm thank you from her commanding officer the quest was
complete.
Even though I never
wanted to, there was no way to stop myself from seeing it, the wound in her
heart. Watching her suffer was the hardest thing about being her friend. She
would smile, laugh and make it look like everything is okay. At first I believed
her. I wanted to. There was a desperate desire within me to believe that she
was alright. That everything really did turn out alright. But, I looked into
their eyes and I could see it; the fear, the anger and the pain. There is so
much pain that it would over flow leaving myself and the few others who really
deeply cared to soak up the rest. Then we held her as she cried and let her
pain fill us because it was the only thing we could do.
There is another way the quest can be completed. If your
character lacks the skills necessary to convince Corporal Betsy on your own,
you can talk to the other members of the squad to try and get their input on
the situation. Each one will tell you that they found some way to work past
their troubled pasts. One was tortured by the Legion. One is of the few
survivors of a massacre. Each of these soldiers is just a person that needed
help. Without the care and support of others they would never have survived.
That is what you tell Corporal Betsy and she seems convinced. Quest completed.
There is an
uncomfortable feeling of powerlessness when you know someone who has been
raped. I always wonder ‘What if I had known her earlier? Could I have prevented
it?’ And it comes back to me that no matter what I do in the here and now I can
never protect her from that horror. She has been raped. It happened and there
is nothing I can do to undo that. When I hold her close and whisper that
everything will be alright it burns in the back of my mind that it won’t. How
could anything be alright ever again? And suddenly I’m holding her tighter. I want
to comfort her. I am also deathly afraid of what will happen if I let go.
There is one last part of Corporal Betsy’s quest that seems
almost trivial. After I convinced her to get help I must journey to the clinic
and let the doctor know that Corporal Betsy is coming. It is not even a very
far walk. Upon entering the clinic I speak directly with the doctor in charge.
She says that Corporal Betsy can be scheduled in and sessions will begin
immediately. It is a small gesture. By now I have known Corporal Betsy for a
full fifteen minutes, but it feels like I have known her much longer than that.
Being able to insure that she gets the care she needs fills a space deep within
my heart. I know that I will leave the clinic and never return to Camp
McCarran. I cannot kill Corporal Betsy nor can I kill her squad. They are her support
and care. She needs them so she can heal.
She was raped. She is
healing.
Sunday, July 14, 2013
The Language of Videogames: Part 7 Fluency and Enjoyment
(I almost thought I would not make it to the end).
Almost a year ago now my friend and I were playing Journey.
I had invited her over for the specific purpose of playing the game. Hey babe,
come over to my place and let’s play videogames. I am a classy guy. No matter
how self-deprecating my humor may be something did happen that day, an idea
formed. First a question: Just how do we
understand videogames and how in turn does that affect our experience with
them? Then an answer: Videogames are
a language.
The player learns this language through similar ways in
which they would learn anything else. They begin with Observation,
Experimentation and Response. After that the player begins to Apply Assumptions
made in one game to another. From that an understanding of the “Win-State” is
formed. After the ludic elements of the game have been comprehended the
narrative elements begin to form within the player’s understanding. Narrative Significance
takes shape followed by Ludonarrative Comprehension; are the ludic and
narrative elements of the game dissonant or resonant? Once all these pieces of
understanding are in place the player finds themselves with a Combined
Understanding of the entire game experience. The player can engage with the developer
in the language common to both of them: the language of videogames.
Like all languages practice makes perfect. Fluency develops over
time and repeated exposure to the language. Beyond more in depth study of game
theory there is nothing that can be done to make someone more fluent in the
language of videogames. The only option is to play the games. And once the
player has become fluent they will most likely not even recognize it. True fluency
goes unnoticed. Everything the player has learned and every cognitive thought
developed by study works to provide the player with fluency. It is not a conscious
process unless deeply examined. Once the player has become fluent everything
will just work and they won’t even notice it.
Or perhaps they will notice that they are having fun. The one
side effect of fluency in the language of videogames is immense enjoyment. No
longer will the player get turned around or lost. Feelings of discomfort and aggravation
at a game disappear. Because the player is fluent in the language of videogames
their experience is greatly increased. It becomes apparent to the player what
the developer’s intention was with the game. The player is able to engage in
the game world as an equal with the developer. They both are fluent, fully
understanding what one is saying to the other. Videogames are artistic,
creative expressions at the forefront of modern innovation. They are also meant
to fun. Fluency benefits the player by increasing their enjoyment with the
game.
There is one last thing I want to say on this topic. The
best way to become fluent in any language is to immerse yourself in that
language. So go out and play some videogames!
Saturday, July 13, 2013
The Language of Videogames: Part 6 Combined Understanding
Previously I mentioned how the future of videogames lay
within ludonarrative resonance, the seamless melding of story and gameplay. The
idea was briefly mentioned and championed. Yet, a further look into the
realities of how narrative and ludic elements can be combined is needed. To
just say they can be without explanation would be incomplete and lacking. To
fully comprehend the language of videogames the player must have an
understanding of the ludic elements; “win-states”, gameplay and interactivity,
as well as the narrative elements; plot, setting, characters. Total fluency amounts
from a combined understanding.
After watching the developer commentary on Journey for the
first time I was dismayed. The game’s designers, artists and programmers
explained how each part of Journey was made. They were all quite proud of the
work they had done. Yet I could not accept what was being told to me. I was Dorothy
having just seen behind the current. Journey was not the magical, rapturous
game that stood as the foremost example of games as art; it was a bunch of men
and women behind a fancy screen using cloak and dagger misdirection to make Oz.
It ruined part of the experience for me. Of course I always knew that games
were made by development teams sometimes ranging into the hundreds of people,
but that somehow floated away from my recollection at the time. Here were the
people how made Journey explaining that the gameplay worked like this, this art
was inspired by this, this level was designed for this reason. They broke the
game apart into its individual ludic and narrative elements. I was crestfallen.
Eventually I regained sense of myself and of videogames.
When I watched the commentary again I was amazed by the synergy thatgamecompany
was able to create with Journey. The ludic and narrative elements of the game
work in tandem to create an experience unlike any other offered in videogames.
Of course Journey is just a bench mark example of ludonarrative resonance; not
perfect, but damn near close. That is because Journey was designed from the beginning
with emotion in mind to be the final end goal. The “win-states” in Journey
consist of exploration and flight. Both are actions that are intimately tied to
joyous feelings. The narrative is one of redemption and rebirth that again
builds a strong emotional connection. Journey has very little ludonarrative dissonance
because both the ludic and narrative components of the game were designed with
the same goal in mind.
Focused development on the core aspects of the experience is
often the best way to avoid ludonarrative dissonance within a videogame. When
the entire team is focused on one end goal the total project benefits. The
ludic elements of the game must work with each other to further the experience the
developer is attempting to make. “Win-states” need to have functioning input
from the player to work. Simply put, if the player cannot interact with the
game in a constructive way then the “win-states” serve no purpose. A similar manner
must be applied to the narrative elements. Story needs to work with art
direction and sound design to effectively build a narrative worth exploring
through the game play. Finally the two must be merged in a way that benefits
both of them. When reading a book, to continue to the next plot point in the story
all the reader has to do is turn the page. The action is not very disturbing to
the experience at all. However when playing a videogame to progress to the next
plot point the player must engage in game world via the ludic elements the
developer has designed for the player to use. When done incorrectly the ludic
elements can be very disruptive to the narrative and the narrative can be
disruptive to the ludic elements.
When done properly the player should not be able to discern the
difference between the gameplay and the narrative portions of the game. A
combined understanding of both is necessary for the player to do this.
Videogames are a language through which the developer engages with the player. Just as the developer must put forth to create,
the player must put forth to accept. A combined understanding of ludic and narrative
elements will make the game experience better. Most ludic elements fostered
through the language of videogames can be learned through observation,
experimentation and response followed by applied assumptions. I say ‘most’
ludic elements because videogames are still evolving. The language of
videogames is in a constant state of expansion and growth. Narratives on the
other hand have been around much longer. That is not to say that they have no
room to grow, just that they have already been long categorized and explained.
Narrative elements such as plot, setting and characters are already well known
and understood. The player can be considered fluent in the language of
videogames when they have a combined understanding of both ludic and narrative
elements of game.
Combined understanding fosters ludonarrative resonance in videogames.
The developer must be fluent in the language of videogames to make, write, an experience
that the player can then pick up on as someone playing, reading, the game.
Engagement between the player and the developer is the basic unspoken pack that
all videogames operate on. Both parties expect something from the other for the
total experience to work as it was intended. And no matter how fluent either
party, developer or player, is the game will ultimately be un-engaging if either
one of them does not accept the agreement. Videogames are the developer’s
artist and creative expression, the player is there to experience it. True combined
understanding is the understanding between developer and player.
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