Showing posts with label bioshock infinite. Show all posts
Showing posts with label bioshock infinite. Show all posts

Monday, September 30, 2013

Blips: Actions into Words


Source: Verbs
Author: Mitch Krpata
Site: Insult Swordfighting

What do you do in a video game? No, like what do you do? When trying to come up with a basic description of a game, it's helpful to frame it as a series of verbs. For a game like Space Invaders, there aren't very many: aim shoot, dodge. Things get more complicated in games that begin to add contextual modifiers to those verbs, which you can think of as adverbs. In the Street Fighter series you can kick your opponent, but there are different buttons for different kinds of kicks, further modified by whether your character is in the air, standing, or crouching. Mechanically speaking though, you're still just kicking.

These verbs are commonly referred to in game design as "mechanics," but I appreciated Mitch Krpata's use of the word "verbs" to describe them because it gets at a more plain-spoken understanding of what options a particular game provides. In his piece, Krpata laments the lack of evolution in the verbs of the Grand Theft Auto series over the years, and the limited verbs of Bioshock Infinite in comparison to Dishonored. Having mechanical variety can offer more agency to the player, allowing them to approach situations in ways they see fit.

While I definitely see where Krpata is coming from, part of me sees this as a matter of personal preference. Krpata himself says that there's nothing inherently wrong with a game like Bioshock Infinite focusing on shooting instead of anything else, it just frames the protagonist's role in the game world under limited terms. Games with few verbs tend to focus on perfecting mechanical execution of those actions over time, but can also be implemented in gameplay that isn't "skill-based." In Proteus, your verbs are walk, look, and sit. There's no way to "get better" at these things, but simply doing them is pleasurable and entertaining. Proteus doesn't need to be a sandbox of mechanics to be interesting because the island you explore is what's interesting, not so much your "character."

Games use verbs to place you in an empathetic mindset with the protagonist. I haven't played Bioshock Infinite, but I suspect the issue might be that the game's world and narrative express a depth that is hamstrung by your limited mechanics. In Proteus, this isn't a problem because the low mechanical focus puts the emphasis on the island instead, which does all sorts of things that would go unnoticed if you were busy playing around with a list of verbs. I hope this illustrates that mechanical diversity should be taken on a case-by-case basis, and that the verbs that make one game great, could very easily ruin another one.

Monday, August 12, 2013

Blips: The Ludonarrative Dumpster


Source: Ludonarrative dissonance doesn't exist because it isn't dissonant and no one cares anyway.
Author: Robert Yang
Site: Radiator Blog

I'd highly suggest giving Robert Yang's new blog post discounting the relevance of the term "ludonarrative dissonance" a read. I provided a link above, fancy that. It's an at-times hilarious description of the dissonant nature of Bioshock Infinite that few who reviewed the game seemed to care about. Yang goes on to argue that critics and players at large don't seem bothered by ludonarrative dissonance at all anyway. We've adopted processes where we recognize "gameisms" (borrowing a term from Tom Bissell) as exceptions to the rules that would otherwise be labelled "dissonant."

One example Yang offers in Bioshock Infinite that stood out for me was the game's supposed commentary on the concept of poverty, yet as the protagonist you find money in trash cans all over the place. Now, I haven't played Infinite, so I can't comment directly on the game's execution here, but it's very effective at illustrating Yang's point. I'll be writing about the game Crypt Worlds soon, which tackles the subject of currency, including finding money in garbage bins, in an extremely thought-provoking way. In short, dumpster diving for cash isn't something most people do, but many video games make it seem normal. Crypt Worlds made me step back and consider that I was spending multiple "days" in in-game time exclusively making the rounds through town, searching garbage cans for money. I really felt like I was a scrounger in what is, in every way, a messed up place. Crypt Worlds didn't tell me it was thematically about poverty or financial systems (among other things), I perceived that through playing it.

And I think that's also part of the issue here. Games, particularly big-budget games with significant PR pushes, build up hype and preconceptions that are meant to sell the game, and these statements are given credence when it comes to critique. The "authorial intent" ingrains itself over time, even before the game is released. Games don't say, "this is about poverty," they say something about poverty, usually about the how it's unjust, conveyed by building empathetic relationships with impoverished characters. However, marketing says "this game is about poverty" in hopes that critics and players will look for it in the game. Again, I haven't played Bioshock Infinite, but I could rattle off half a dozen themes that the game supposedly wrestles with that will be impossible to unknow when/if I decide to play it someday.

I agree with Zolani Stewart's reaction in the comments that the division between "game" and "story" parts is wholly arbitrary and falsely frames critical discussion, and that the problem isn't that games need to rid themselves of dissonance or that dissonance in and of itself is enough to warrant damning critique, but if a game is, through whatever procedural means, presenting a thematic opinion that is undercut by other elements of the game, it's worth pointing out. By the sound of it, according to Yang, Bioshock Infinite undercuts itself constantly. If no one seems to notice, is it because dissonance doesn't matter or just that games and game media are proficient at drawing most players' attentions away from such discrepancies?