svētdiena, 2011. gada 2. janvāris

video games, motherfucker! Linearity, handholding, freedom, easy and overindulgant analogies

Alright so I played some Assassin's Creed Brotherhood and I realized the true genius behind it's design and why I like it.

Now a lot of people say that Assassin's Creed is a really easy game. But then I thought : but how many times have I failed a mission or died? A lot. Did I care? Nope!
Assassin's Creed actually has decent diffuculty, but the way it's designed is that it doesn't fustrate you when you fail. The game is like a dad who willingly feeds coins to the arcade machine so you can beat Double Dragon, because the game isn't interested in seeing you give up.
The game is built not to be fustrating by not giving you any backlash for failing. The game is like your friend who tells you ''it's cool, bro''. Now compare that to, say, Super Meat Boy, which is a game built to rape you and make you feel it when you lose. AssBro has no interest in seeing you give up since it wants you to see it's world, because it's been designed so that you see it.
Now compare that to Call Of Duty, which is a soulless cash in made to get as much money as it can. So that game's more like a doctor who doesn't care about it's patient, a tour guide with no interest to actually want to tell you anything or simply a prostitute. They don't actually care about the player, they just want your money. Why do I buy it? For the multi, ofcourse, since multi is unpredictable and good since it's always changing. But the single player in CoD is very much like something implemented in there out of obligation by law to be there. It's just like ''Oh, you're here?'' and then it grabs you by the hand and drags you through a linear, scripted 6 hours of meh. I haven't actually even beaten the new CoD's single player since it was boring.
Now Mark, who is a master of stupid, might say ''hah, all games are made to make money, ALL OF THEM!''
Well duh, but games are also art. And art is created because someone actually wants to make their vision come true. Games like MGS or Resident Evil were made out of a genuine fondness for american movies and maybe wanting to troll you a bit. Games like Yakuza and Shenmue were created since somebody wanted to create a world that might actually feel real. Assassin's Creed was made since they wanted to recreate a place and time that you will never truly experience, but also present it in an interesting way.
With CoD I really don't feel that at all. I can feel that Bungie wanted to make the best goddamn Halo game they could with Halo Reach. With CoD, they were more like with a check list
  1. Do you shoot guys? check
  2. Are there a lot of explosions? check
  3. are there a lot of set pieces? check
  4. do we have some big names to play some military dudes? check
  5. is there a plot that involves shooting russians? check
  6. is it 5 atleast 5 hours long? check
That's it. At this point, everyone is buying these anyway so there's no actual reason to actually want to do anything artisticly.
In fact, if they made a mutli-only CoD I'd say go for it, since if there is no soul behind anything, there's no point. The multi might not have soul, but atleast the people I'm facing, fucktards all, atleast have souls that all want to shoot me and feel buttfustration whenever I sneak up on them and jam my knife up their assholes.
AssBro is easy in that it's not fustrating, but that easy is not what I call hand holding. A linear, scripted one-way-to-win game is handholding to me. This very much applies to CoD, but I'd also say that applies to The Legend Of Zelda to me. Why? Since there's only one actual way to win in that game, which is by finding the obligatory dungeon item and using it to defeat the boss in an automatic pattern.
AssBro, however, allows me deal with any situation how I want to do it. Do I want to hammer this dude with my blades? Do I want to beat him with my fists? Do I want to sneak up on him and instant kill him? Do i want to posion him? Do I want to kill him from the distance with my ranged weapons from the comfort of being a rooftop or two away? Or do I want to singal my subordinates to do the job for me? Or do I just say ''fuck this'' and just wave my hand to kill everybody with a rain of arrows? That's choice, yo! That's freedom!
That's also the reason why I want the new Deus Ex. Since at this day, there's ether the linear handholders or the open world games that are not so much about creating an interesting world with all kinds of variables as much as they are simply a giant sandbox filled with nothing but sand, which gets old after a while. I want a game that constructs maybe a world that's not as super-macro as GTA4, but a smaller world that has more variables with what you can do.
Also fuck moral choice systems, since they're much too black and white. Maybe I want to kill the evil guy (evil choice) not since I'm vengeful but because I'm doing it for the greater good so he can't return to eating babies. Maybe I'm an evil dude who saves someone (good choice) so I can make them my slave later on (otherwise known as the Yoichi Hiruma method).
But yeah, I see why there's not as much games with freedom beyond black and white moral choice systems. It's since designing things with every variable are much harder to do than an on-rails rollercoaster experience.

Also, happy new year.

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