Gaming proclimation.
May 17th, 2008 by Maverick Gabriel MarqueeMaverick Gabriel Marquee
Game Cultures
Final paper! (Finish him!)
The trouble with games.
The trouble
Games and consoles these days seem to be out in this all-out war to offer the player better graphics, more immersive game play, and little tricks (like bullet-time) to sell copies of games. As developers try to find the next gimmick that will allow them to sell more copies in, the actual game itself gets sacrificed. Games like this include Bullet Witch, Chrome Hounds, and sports games. “It is not necessary, as some believe, to put huge resources into flashy graphics in order to make a successful game” Gee. Others fall an idea called “creeping featurism.” Creeping featurism is the tendency of software developers to keep adding features to their products. They think they’re making the product more useful, but taken to extremes, creeping featurism produces a bloated ineffective product, say you had to stop and play chess against a computer in the middle of a gunfight? And what if you couldn’t get back to your shooting until you had beaten it? That’s how it feels when I’m in the middle of a role-playing game, playing my role, and I’m suddenly asked to play chess master or some absurd skew of mini-game I have a particular recollection of playing Doom 3 in which this was my first experience with the franchise and it all seemed to be going well, noting particularly amazing but it seemed polished and at least peaked my interest to continue the game. Through out the play of the game I had to tackle specific task which enabled my other team mates to progress in some areas, or had to run task in order to get here, go through there, back track to do this which became tedious. The real dilemma I faced was after I had battled my heart out, tearing through my enemies, zigging and zaggins with my adrenaline going before I came to an empty room. The room wasn’t exactly empty as there stood a dozen or so metal tubes with an electric current running through it. After all the guns and fighting I had to sit and try to solve a puzzle and was given no interface in how to tackle it. Immediately I was sick and confused, why in the middle of all that did this make its way into the game? What purpose does it serve to the story or the game? I’d return to try this several times before finally dropping the game. That one puzzle had completely made me abandon the rest of the game and disregard ever playing another edition of the franchise. I realized though this was a frequent happening in games and particularly action titles. Every time you want to go down into your basement, you had to wait for a full moon, imbed a statue with rare jewels only found in Egypt, solve a middle school science puzzle, and then push a bookshelf so that it’s exactly symmetrical to your couch. Note all that time was spent getting to your DVD collection. Yet, this is common place in games. Resident evil is particularly guilty of this.
We are using new technology to tackle old problems; going from checkpoint A to checkpoint B. “The act of playing the character involves learning conventions and social roles that occur in the virtual world” (Gee – 2003). Today we leave traces of our identity, of our personality, everywhere we go, on every aspect of out digital life – interacting on virtual environments ranging from Myspace to World of Warcraft. The very fact that a person feeds energy into the creation of the virtual identity and also the various activities there opens a two way link between the player and the character. Yet, sometimes we forget to include the gamer in the game and sacrifice their time and money for the next trick. To many times have we had to set the controller down and say “What the hell?” due to a concept that failed, or for inclusion of mini-games, we sacrificed the identity we were creating and the relationship with the game world and received the niche, the easy route, the blunt end of the stick. Where we could have made a choice between good and evil or one path versus the other, we instead got a point in the wrong direction and without understanding the reason why. Frequently do games break from their story and incorporate game padding in the attempt to lengthen the titles. How long would the Resident Evil games be without puzzles? How much better could they have been with better control schemes and immersion into the stories troubles?(Improve the round off, we can end this part better)
Solution
“The act of playing the character involves learning conventions and social roles that occur in the virtual world, and involve the formation of a social practice used by the player to interact with other people in the virtual world, via his/her virtual identity” (Gee 2003). Exploring behaviors and choices someone may never experience, in the physical world is a tool that developers are going to need to explore and incorporate deeper elements of game play so that these combined identities, these projected identities, travel through the game world and come back to the players and the players grow and recognize that growth – this is critical to making a franchise work, in making great games, and great teaching models. I pointed to open world games earlier but we still need some linearity some solid foundation and our objective be to create entire worlds and areas for personal and communal exploration and learning, a true mix of creation and immersion. The open world or sandbox style game is not a gimmick; it actually creates a new style of play and becomes its own game which is why I think it’s a high valued and extremely rewarding method of game development and method of learning, the ability of being able to abstractly solve numerous problems allows for the dynamic play I feel some game titles lack. The Elder Scrolls VI: Oblivion as we know it and The Elder Scrolls VI: Oblivion as a traditional RPG would represent two entirely different games each with their own unique experience. The reason Oblivion was such an acclaimed title was because it’s open world aspect, because you were allowed freedom, and that freedom become appealing. There was plenty to do and it all fit within the greater context of the game. I talk about mini-games and Oblivion has them as well but they match the action which is critical, I think back to a task I was given by the mages guild. It involved me going to a set of ruins, deciphering ancient code, and being able to conjure specific spells. Again Mages, this fit with the arc of the story I was presently in as it was concerning the guild, if the Brotherhood of Darkness had sent me on this same mission I would have been very confused on how this related to me and my goals in the game at that time. Oblivion allowed that freedom to choose a path and to solve those paths troubles making a more involving experience. Mass Effect done some used some of the same conventions but established them in greater and deeper terms, giving a much more personal experience then Oblivion did and that was in part due because it did have an element of linearity which I spoke of earlier.
Like film, I believe to make a great game you have to know the rules of making games, you must understand them, and then you must, must, must throw them out the window. This doesn’t mean abandon those conventions but know that they aren’t set in stone, that they’re more like guidelines then rules, and the hand of God won’t come down and smite you when you decide not to include that crate pushing mini-game. Gaming is near as you can be to being an art form without limitations from law but one must be careful to implement the right rules and know when they can be bent. The purpose of these future games is immersion. The key is dynamics, its blending, it’s not only originality it’s something outside the box. Each of these keys is not only keys for better games but also immersion and learning. Halo done this with first person shooters and Mass Effect with role playing games. The solution is not easy, as I may point to these games and other open world games this is only part of the answer.
Again, I say immersion, exploration, “the power of games is that they put you inside the world” (Gee – 2003). With my time in Mass Effect I found myself intrigued in the world in a different way then I’d been involved in any game before, I felt myself applying different thought processes, different muscles in my mind that I hadn’t worked as much before. After what would become four, five, or six hours of game play I just had to turn it off or I would have played through that in one sit. Dynamic worlds that you see in Final Fantasy, games from the past where Blood Omen and Soul Reaver shared the same universe that would sometimes clash. Bringing something new to the table of a highly demanded genre like Halo brought a true sense of story and universe to FPS’s. These are the start of where games could lead us. They are simple and they are complex and have been some of the most acclaimed and studied games, they are on the right track onto what I feel gaming needs to do more of.
Halo took its genre and worked it into a fine compilation, everything the FPS genre was known for Halo perfected and balanced. What kept the franchise fresh and what kept it’s identity in tact was that it was persistent in doing what it was good at. They didn’t include game aspects that didn’t make sense to the Halo universe, you played a Spartan warrior, not someone on a scavenger hunt – you shot things and you shot a lot of things. They didn’t include a bizarre combination of features but instead included more options with the present tools, Halo went bigger and better and built off it’s identity it has established and the dynamics of the world it created. The result is that people playing Halo became more absorbed in that title, more immersed, and identified more with Halo then compared to other titles in the genre are often faceless, rehashed titles.
In conclusion I feel we must be aware of the difference of innovation versus features, what creates a game and what spices up a game. Though when developing a game we may be inclined to implement a really cool feature but when doing so must be aware of the players experience and if the feature fits within the parameters of the game world. To create a truly dynamic world that players can grow in and learn from is what I’d like to see more of and that’s where several games are heading, the dynamics, the story, and the reward of the player. It’s no easy task, I’m sure its easier to look at the next project and throw in hovering air combat into the fighting game and call it innovation but it’s not, that’s inclusion, innovation and immersion lay outside the box and general rules we’ve established in the industry. The game industry has grown and substantially and so our box of ideas, conventions, and norms must grow with it; then we’ll be able to once more think outside the box, we may even tear the box to shreds,( stomp on it, shoot it, whatever) but that’s where the next great level of innovation well come. The box outside of the box.
Gee, James Paul
What’s wrong with serious games?
http://www.news.com/Whats-wrong-with-serious-games/2100-1043_3-6052346.html
Published: March 22, 2006
Gee, James Paul
Identity shaping through technology
http://www.key64.net/content/post/619-Identity-shaping-through-technology
Published November 16, 2006
Gee, James Paul
What video games have to teach us about learning and literacy?
Publisher: Palgrave Macmillan; 1 edition (May 16, 2003)
Use of chapters 3 and 7.
Halo, X-Box 360, Published by Microsoft game studios. 2001, 2004, 2007
Mass Effect, X-Box 360, published by Electronic Arts. November 2007,
Legacy of Kain, Playstation 2, published by Eidos Interactive.2003
Final Fantasy XII , PlayStation 2, Published by Square Enix.2006
Resident Evil, PS1, published by Capcom, 1996
The Elder Scrolls VI: Oblivion, X-Box 360, Bethesda Softworks/ZeniMax Media, 2006
Doom 3, X-Box 360. published by id Software, 2004.



















