Posts Tagged Video Games

Moving Away from Momentum

What happened to the promises of motion gaming?

Motion Gaming Peripherals

The fact they look phallic is not the problem.

I once was over at a friend’s house and watched him play Red Steel 2. Switching between swinging his sword and shooting his gun, after about an hour or so, he began to breath slightly heavier and sweat a little, the exaggerated movements for attacking making him grow weary. Understandable, as the Wii’s emphasis on motion is geared towards physical activity, as evidenced by WiiFit and WiiSports. And yet, after playing Legends of Zelda: Twilight Princess and Okami for hours at a time, I haven’t even begun to experience any type of exertion. Our setups are similar – we’re both seated 6-10 feet from the screen. I wondered then if he purposely developed more aggressive movements because he wanted to (subconsciously) exercise, while I’m content with low-key, flick-of-the-wrist movements, both of which are registered by the motion sensor exactly the same. In other words, I treat my Wiimote like a controller with an extra “motion button,” while my friend sees it as the physical manifestation of striking as Miyamoto probably hoped.

Either way, it’s difficult to think that motion gaming is actually moving in an interesting or innovating direction. We all considered motion gaming a gimmick when the Wii was first announced – but what we have now is worse, or more accurately, disappointing. The burden of proof was on Nintendo (and then with Microsoft’s Kinect and Sony’s Move) to show us something; if the recent E3 was anything, it showed that everyone dropped the ball.

Police 911 was the best thing that motion gaming came up with – a lavishly expensive arcade game pretty much only available at Dave and Busters. Motion gaming seemed to be a way to interact with the environment in ways that kept us up and on our toes in the heat of the moment; but it ended up being used for mini-games, light exercise, and quiet moments of stationary, semi-pinpoint aiming. We’ll never get that sword fighting/lightsaber game we dreamed of, and driving games without the tension of a real wheel is endearingly hopeless. Motion controls are inherently limiting, more so than I think any of us, even the programmers, really expected it to be. Gaming is about timing, accuracy, and precision, all things that motion controls inherently lack. The games themselves are designed to compensate for that (larger reticules, wider hit detection), and isn’t that exactly what motion controls were trying to avoid?

The larger problem was inferred from E3 and the wildly divergent (yet more of the same) games and features announced. Microsoft went heavy and hard with simultaneous multimedia venues, Sony essentially copied Nintendo’s ideas from seven years ago, and Nintendo rapped our knuckles like a college professor, teaching us how to play video games and giving us homework assignments on their website. The biggest draws were South Park’s The Stick of Truth (which had nothing to do with motion) and Ubisoft’s ZombiU, an intriguingly potential use of the new WiiU controller which still left me somewhat skeptical (and, hey, look, we’re back to zombies again). But what about those motion controls? The great pioneers of the technology even seemed to brush them off, like they ain’t no thing.

Motion controls can be simple (bowling a Wii ball) or complex (the bizarre way to help someone fish in Okami), but there’s no draw between the two, which prevents casual gamers becoming core gamers. Nothing is wrong with either group, but it’s no surprise that the WiiU so dropped early, since the casual market had no interest in exploring games beyond those simple, crowd pleasing ones; they simply are not going to go from Just Dance to No More Heroes; the furthest they’ll get is Mario Party (insert number here). So Nintendo decided to move on to the next “era” of consoles for casuals can easily play instead of pushing the capability of motion with the current gen. This not only leaves core gamers with more of the same, but does nothing to advance motion gaming as a real, potential method of entertainment. Somewhere, Milo is crying himself to digital sleep.

So, where are we at in the realm over motion gaming? If the WiiU is any indication, we’re looking a 360-degree digital landscape, a world that seems extremely vast to look at,  but empty on the outskirts with no fertile soil to grow. Oh, well. There’s always zombies.

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The Gilded Age of Television

The television landscape may be doing some pretty great forms of entertainment, but the severe lack of diversity has been more problematic than critics seem willing to admit. Why?

I feel bad for Lena Dunham. The creator and showrunner for HBO’s Girls has gotten a lot of flack for the lack of racial, social and/or sexual diversity in her critically-lauded show, and it’s not really her fault. She has no responsibility to speak for an American society that now has more minority babies than Caucasian ones, or for the scores of homosexual people concerned over the future of marriage. The onus is really on the executives to greenlight and schedule shows that involve minorities, as well as promote them with the same rigor that they would their flagship shows. Girls have been receiving the backlash primarily on two fronts: 1) its very premise and characters make it impossible to deal with the real – and complex – issues plaguing the modern twenty-something, and 2) its pedigree have been exalted so much by both creators and critics that they seem unwilling or incapable of criticizing the very problem that the so-called Golden Age of Television represents. It’s a self-fulfilling prophecy that borderlines on conspiratorial; critics praising shows of a singular and narrow vision for their jobs encourage creators to create shows of a singular and narrow vision for critics to praise, and so on. This problem has extended from the AV Club to even our beloved Hulk.

Points 1) and 2) are noticeable in the promo photograph for Girls:

Girls Promo Photo

(Check out the parody here, which touches upon the larger point, even though I don’t quite agree with it.)

Look at it. Just look at it. Not a single person of color or minority – and this show takes place in New York, so no one will deal with the pressures of casual racism. Not one of them is gay, so they’ll never deal with the issue of coming out (or “passing”). Hell, not one of them is geeky or fat or even different in anyway, which are all real issues twenty-somethings deal with. This photo alone showcases such a strange and narrow vision of expectations, and the show, from what I’ve heard, only confirms it. Please don’t get me wrong. Denham has no responsibility to “speak” for those outside her singular vision (although this is a serious problem with auteur theory that critics fail to address – more on this later). But everything that is endemic about TV today is encapsulated right there.

We’re not in a Golden Age of Television. We’re in a Gilded Age of Television, an era that professes a greatness that masks the numerous issues that are facing the TV landscape. There is great television out there – from Mad Men and Breaking Bad, to Community and Happy Endings, to even shows like My Little Pony and Adventure Time and Regular Show. It’s stuff I truly enjoy watching, but even with this sample we can see how the “macronarratives” lean towards the heterosexual, WASP vision of the world.  (Yes, even MLP – Take a look at the comments section on Youtube for any showing of the episode “Over a Barrel.” And I know that a Youtube comment section is the seventh level of hell, but I still recommend looking because it did foster a debate worth having.)

The issue, as I see it, has always been concerning auteur theory, an ideal but extremely flawed method of thinking about collaborative forms of art that ties distinctive styles and techniques to a singular person. In the broadest form, it’s a fine way of thinking about film or TV, but over the years the inherent flaws of auteur theory – the danger of discounting those “other people” who worked on the film; the limits of tying inherently “free” techniques to one (often straight, male, white, and American) person; disparaging different forms, styles, ideas, and media as having intellectual merit over others – completely fell by the wayside. Critics were careful to note these problems at the beginning of auteur theory formulation; now, it’s as if these dangers were mere trifles. There are those creators that are defined “great” and those that aren’t, and it’s odd that those “great” people are mostly, well, similar to their physical and sexual traits, defined within intellectual paradigms.

Nothing represents that most distinctly then Roger Ebert’s takedown (and subsequent non-apology) of video games as art. It’s not that I agree or disagree with him, but it’s sad, borderline embarrassing, how Ebert frames his argument, then follows all that up with some arbitrary poll when his readers can vote whether they would rather play a game or read Huckleberry Finn. As if this whole thing amuses him, the masses of people with their over-the-top and implied-uneducated-and-therefore-unworthy opinions, because of course he’d never actual, maybe, sort of, kind of, think about the issue a little. This is the modern form of criticism. It’s no longer informative, debatable, self-aware, and cautious; it’s direct, declarative, non-ironic, and bold.

And even in regards to Murray’s misappropriated essay from above, after the general disappointment and backlash against it late in the comments section, you would think there would be some sort of re-thinking of the approach the issue of “micronarrative” representation over at the AVClub and in criticism in general. But in a recent Girls review, head editor Todd VanDerWerff posts the following comment in response to the continuing Girls backslash:

“People seem completely unwilling to extend this show even an inch of intellectual/critical charity, as if every minor deviation from their own reality on the part of the show’s reality is somehow a huge failure. It’s just fucking wearying.”

Which threw that idea out the window. (Which goes doubly so for this screed on a recent Girls review, at least the second half of it.)

I know Todd and met him a few times in New York and in Los Angeles. He is a very nice person and definitely has a solid head on his shoulders. I’m pretty sure he didn’t mean to come off glib or dismissive, but hearing “it’s just fucking wearying” is irritating. As if we’re supposed to, once again, follow that auteur theory road that Dunham is a part of, and play their game of television art and be satisfied, because those who don’t or refuse to or even have legit reasons for their dislike is “wearying”. Poor Todd and critics like him, forced to think maybe other people have a point.

This, I believe, is the inherent reason to the internet’s backlash to people like Ebert or to shows like Girls or to places like Cartoon Brew. They simply do not, or in many cases will not, acknowledge the flaws in their criticisms or attempt to explore, legitimately, the criticisms of other places. They will not participate in those debates in any meaningful fashion; not to say they need to at every single occasion, but it’s that they don’t even bother. I have my issues with people like Jim Sterling at Destructoid or Penny Arcade’s Tycho Brahe (aka Jerry Holkins) or Kevin Smith, but their willingness to mix it up with the average person and willingness to explore ideas garners more points from me (and most of the internet) than most critics these days.

If more critics fall to honestly explore the problems with modern television (well, in entertainment across the board), then this Gilded Age will only grow worse, these opinions will become “rules,” and criticism will no longer be the critical thinking/exploration method like the days of old, but the biased preference of “universal” rigidity of today – which is really, really male, straight, and white.

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Smurfs, Hollywood, and the Nature of “World-Building”

Hollywood will be smurfing our theaters with the new Smurfs movie, released on August 3, 2011:

The Smurfs Rocking out with Neil

It's kinda like this.

I’m no longer the type of person to decry the end of Hollywood’s creativity or bitch about the onslaught of lazy slop of reboots, remakes, sequels, prequels, “re-visionings,” and poor adaptations. I’ve heard all the complaints, whines, eye-rolling comments, and exasperations. Don’t get me wrong, I agree. But there’s no point complaining, since Hollywood and the rich executives who run them will continue to produce them. Marmaduke. Underdog. Yogi Bear. Alvin and the Chipmunks. They’re just gonna keep coming.

And why not? People go and see them. And the public isn’t exactly running to the original stuff – Inception being the exception (and even that has its problematic justifications). Besides, beyond the lame premises, people do work on these films, and arguably a few of them actually work hard on their respective roles. And, I’ll be honest: on a slow day in the future, when it’s on TNT and I’m bored and have time to kill, I may watch an hour of one of these films. Hell, I saw twenty minutes of Underdog while at the gym. Stupid, but hearing Patrick Warbuton say “Dogfish” while wearing a too-tight stocking cap was damn hilarious. (Does the context even matter?)

This write-up isn’t about the hack-work of the Hollywood system (it’s always been there, from the lesser studio system works of the 50s, to the trash-exploitation films of the 70s, to the early TV-show-turned-films of the 90s). This is actually about an interesting set of comments concerning these types of stories and attempts to wrap one’s head around the premises in question. People seem more willing to explore the fringes of a concept a lot more than usual; in other words, they seem to want more “world building”.

In effect, people wants to see characters inhabit their own existence, and the logic in which that existence came to be. Why couldn’t the Smurfs exist in their own world? Why make them interact with humans? The same could be said with Hop. Couldn’t he just be a Easter bunny in an… I don’t know, an Easter bunny world? Or, take Cars – a film which has been sarcastically befuddling people: who built these cars? Why are there sidewalks? And so on.

It’s difficult for me to acknowledge this, but these films are the now-equivalent of the 2D-live action films like Who Framed Roger Rabbit and Space Jam. Unlike today’s CGI/live action films, however, Roger Rabbit and Space Jam at least tried to contextualize their worlds. In Roger Rabbit, cartoon characters were “actors” of their own right in 1940s America; in Space Jam, the animated world, underneath our own, was about to be invaded by aliens. It doesn’t make “full” sense in closer inspection (do animators exist in Roger Rabbit? why would aliens really need to play basketball to global domination?), but there’s enough content to keep our focus and suspend our disbelief.

The problem isn’t really the writers, but the base material and the intended audience. Yogi Bear and the damn-near full gamut of Hanna-Barbara cartoons place animated characters among humans. Looney Toon shorts did too, so it isn’t Cartoon Network’s fault per se that the upcoming cartoon randomly places Bugs and Daffy among a world of humans. They ought to take lessons from Lauren Faust, whose reboot of MLP seem to establish a fully-fleshed world in which the characters can thrive, without falling into the two traps of over-explaining or under-explaining their worlds.

Over-explaining puts -too- much detail into the world, focusing on the excessive details without providing a solid story to work with. Heroes fell into this trap, Final Fantasy games and most JRPGs are notorious for this, and Sonic the Hedgehog fans seem enamored with the details of everything Mobius instead of the story of the comic run (comics, with their constant need for retconning, seems to be the biggest culprit in over-explaining). By contrast, under-explaining creates a broad world without fleshed out rules that fail to stay consistent with the various stories being told. Heroes did this (yes, somehow a show both OVER and UNDER explained its world), and recent shows like V apparently has been throwing a ton of ideas to the wall without anything in place.

Bottom-line: good world building is hard. It takes planning, a dedication to understanding the types of stories you wish to tell, and the surroundings in which you wish to tell it. The characters must be beholden to this world you create, and the audience should be drawn into it. Showcase this world, and let the characters thrive in it, and let the audience figure out where the limits of this world go. Sure, some forms of entertainment can be looser in this regard (take Spongebob, where fires burn and electricity flows freely underwater), but the basis is there (all the characters are underwater species, and mammals need aquatic suites to breath.)

So, really, it’s not a BIG surprise that films like the Smurfs, Hop, and Yogi Bear tosses its characters in the real world and let them do whatever. Why bother to put much thought into the world of such films if their mostly for kids, kids who care very little about “where the sidewalks in Cars” came from? Good world building is better for long-term venues, like television, books, and video games anyway; films, as great as they can be, are difficult to justify in several months of rules, laws, social hierarchies, status quos, and so on. Not to say they can’t exist in cinema, it’s just harder to make it work in three hours or less without over or under-explaining everything.

Towing the line between “but how?” and “who cares?” is a tricky one, especially pushing into sci-fi territory. In a certain way, not only does one have to create a certain level of plausibility in the self-created world, but – and here’s the key – work to deny further inquiry. The limits are not only what the characters can do, but what the audience is willing to believe. Yogi Bear is a good example. He’s a talking, walking bear, so why aren’t they other walking, talking animals? If there were at least 2 or 3 other talking animals, then the audience wouldn’t be so hard-pressed in wondering about Yogi. (In effect, the later Hanna-Barbara crossover films, which contained a number of the talking animal characters, was an easier pill to swallow).

Films are better served to KISS (Keep It Simple, Stupid) in their worlds unless we’re entering trilogy territory; even then, there’s shaky ground. Both the Matrix and Star Wars were straining by the third film, the former more so than the latter, and the less said about the Star Wars prequels, the better. Books, games, and TV have more time to share their environments in detail, but even they can be over and/or under achieving.

My advice in the art of world building is to let your characters and story define the world, and not the other way around. The goals should reveal the strengths and limits of the environment, no more, no less. Build your conflict, understand your tone and genre, and from there, the rules should automatically come. Don’t force your beliefs, ideologies, or philosophies into the world until and unless they are emphatic to the development of the story or character. And above all, know when to stop. Let the fans fill in the details.

I’m sure all five Smurf fans in existence have already nailed the lore down, so they should be the only ones truly angry come August first.

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