If anyone has devised a more concise conversation-stopping phrase for dismissing a valid critique of his or her favourite title than “it’s just a game”, I’m hard pressed to think of it. Whether it’s a game’s politics, the tension between its story and its rules, or something else worthy of critical consideration, it’s almost inevitable that someone will drop the IJAG bomb rather than debate on the merits. So, until recently, this would have been my candidate for the Phrase I’d Most Like To See Retired From The Public Discourse... until I caught myself muttering it under my breath.
What prompted this was a post at Michael Abbot’s thoughtful blog, The Brainy Gamer, titled ‘ODST and what might have been’. In it, he explained that he’d had a greater amount of anticipation for Halo 3: ODST than for previous Halo games, in part because the ODSTs are more vulnerable than the Master Chief. As Abbot put it: ‘Halo 3: ODST initially hooked me because it seemed to adroitly dodge the Superhero Conundrum. We must connect to our hero/avatar, but his very nature makes this nearly impossible to achieve via gameplay. His power, the thing that makes him fun, also makes him nearly invulnerable (by Halo 3 Master Chief is essentially a bipedal super-tank)’.
In the comments section, one of Abbot’s readers went on to add: ‘I enjoy the vulnerability gaming can bestow upon me as a gamer. Without it, there can be no tension. It’s something I’ve always felt Halo to be lacking since the first game (albeit the very end of that first game)’. To both sets of statements I thought: ‘Huh?’
Anyone who’s not feeling vulnerable enough in the Halo games should crank up the difficulty, because odds are that they’ll start feeling rather fragile shortly thereafter. And why would anyone look to an action-oriented shooter for sensations of vulnerability? Yes, Bungie itself attempted to instil this feeling in players by eliminating the regenerating shield of Halo 2 and 3 with a stamina and health pack system somewhat akin to the first Halo title. But to me, it felt more like a step backwards. Now that regenerating health has been adopted by a variety of shooters – many of them non-sci-fi – it has become a convention of the medium rather than an expression of the Halo universe’s logic. As a result, Bungie’s choice didn’t make me feel more vulnerable, only more frustrated.
At this point, I was prepared to dismiss the very notion of vulnerability in a medium that is all but premised on the idea that if at first you don’t succeed, try, try again. But then I started to reflect on games where I had felt endangered. Like Manhunt, where the enemies are stronger, faster and more numerous when confronted directly. Or Ico, where the camera distance between the undersized protagonist and its towering environments produced a vertiginous sensation when navigating the more precarious locations. If it’s just a game, if we can just try, try again, where does this sensation of vulnerability truly come from?
In my opinion, this feeling is really about time. As in, how much time did you ‘lose’ or ‘waste’ when you got killed? How much time will it take you to regain what you lost, whether it’s the number of items that you acquired or the amount of ground that you had covered? In the arcade era, of course, a death would have constituted a loss of both money and time, but in modern games, many of which are bidding to become accessible to wider audiences, the amount of time lost is declining, thanks to checkpoints and save-anywhere systems.
So when gamers criticised the Vita-Chambers in BioShock or Elika’s helpful hand in the recent Prince Of Persia, what they were really complaining about was their belief that these mechanics failed to provide enough of a time penalty for their mistakes. Other games, like Gears Of War and Left 4 Dead, cleverly avoid criticism by using their downed-but-not-out states to keep players on the precipice between life (time well spent) and death (time wasted) for longer, thereby dragging out that feeling of vulnerability. Equally deserving of kudos: Borderlands’ Fight For Your Life/Second Wind mechanic, where downed players can save themselves by killing a single enemy before they bleed to death.
But for people who derive the most pleasure from the pain of lost time, the PlayStation 3 RPG Demon’s Souls delivers in spades. The person who recommended it to me suggested that I consider my first ten hours spent playing the game as a tutorial, and he was correct. Not only is the game as tough as nails, but when you die you have to battle your way back to the bloodstain that you left at the site of your death, and if you don’t make it, you forfeit everything that you earned on your previous playthrough. Now that’s vulnerability. Unlearning all of the little carelessnesses that modern games tolerate has been a painful, arduous process, one that I’m perpetually one death away from abandoning. But just as I’m about to give up, I remind myself: it’s just a game. And I push on.
N’Gai Croal is a writer and videogame design consultant. You can follow him online at ncroal.tumblr.com.
I guess this is why so many people play online. And yes, there is a certain amount of repetition to different maps in deathmatch arenas, etc. but the interesting part is understanding to what degree your opponent is relying on memorization and ritual and how much is improvisation and adaptation.
I agree that higher difficulty levels should make the game more hair-trigger and skill-based, as opposed to unbalanced: games like Far Cry 2 prove that without so much memorization, and with the correct attitude, you can slay an entire village without wasting a round. If you're good enough.
Demon's Souls, which I haven't played, sounds intense but potentially frustrating if its gameworld doesn't make sense. The idea of becoming a ghost and much less powerful if you die is similar to that in Age of Conan, where you have to collect your tombstone before you can regain full power. The knowledge that you will be severly punished rests heavily on your mind, forcing you to concentrate. It's effective, basically, but to me it all depends on how logically the game world is working, as Jason_Seip has mentioned. That's the deal breaker, as some kinds of punishment within a game I can condone, some I can't. Being plonked into the middle of a radiated area with a hundred enemies to fight through, like at the end of STALKER: Clear Sky, is not justifiable difficulty. The increased speed and accuracy of the Elite Mexican forces at the end of GRAW, however, is.
I wrote something along these lines about GTA IV a while ago: a blog entry called Cheating Death. Check it out if any of you are interested (doubtful).
The greatest punishment for failure in Demon’s Souls is indeed the time incurred. And for people with busy lives I could see that as a deal-breaker.
There is an interesting arc to the play I’ve experienced while adventuring in new areas of the game. During the first play through, I move slowly because I don’t know what to expect and am cautious. During subsequent play throughs, I still progress slowly, however it is no longer caution that is required, it’s patience. Even though I now know where enemies are and what tactics are required, they are no less dangerous and diligence is still necessary or I will make fatal mistakes.
I may feel more vulnerable on a level’s first play through, but I am more likely to die quickly on the return trips, not just because I am a spirit with lessened HP, but because I am sloppy and impatient.
Concerning Halo, the one thing I don’t like about cranking up the difficulty is that it begins to break the narrative. Suddenly my regular human soldier comrades, sans powered Spartan armor such as my own, can withstand more firepower than I can. It doesn’t make any sense. I would argue that when I raise the difficulty level in a game, I’m not doing it because I want to weaken my armor and weapons, I’m doing it because I (theoretically, at least) want to crank up the intelligence and cunning of my enemies.
Dear N'Gai,
you have not discovered vulnerability. You have discovered your brain as an essential part in gaming. Not the part which plots strategies and sends commands to your fingers, but the part which remembers and predicts the game's next 10s and acts on that knowledge. An experience mostly lost today.
Yet there was a time when most games were all about memorization. But neither does that make them old, nor the latest infinite health games more "modern". My first electronic game was a Milton Bradley Simon. I am sure everybody's parents still have a game of memory lying around somewhere. Vulnerability was not a lesson back when we were three years old.
Memorization is one of the fundamental elements of gaming. Infinite health boils that down to behavior during a single encounter and enables the game to test your reaction skills in greater detail. Each game developer will have to decide to which degree it chooses to test the player on which of his skills. But it turns out the gamers were declared dumb at some point and not deemed worthy of being bothered with memorizing any part of any game.
So keep your calm N'Gai, it is not just a game, it is a different mode of gaming you are rediscovering. One where you have to look for success in a different brain area. You would think games could integrate the gameplay dimension of memorization more fluently into a game nowadays, but sadly that is not the case. And as a result we sometimes flock to the extreme memorization games, because they serve a gaming taste-bud that is rarely tingled in other games.
Next time you ragequit Demon's Souls try this: http://rickdangerousflash.free.fr/
Back in the late 80ies there was even a name for that genre: Trial & Error game. Ultra Hardcore memorization was part of every genre back then. From knowing spawn patterns in horizontal shooters, to writing down notes on planets in Starflight 2 (which is downright unplayable if you do not make extensive notes).
Fail in Geometry Wars and you can blame it on your reaction time, fail in Guitar Hero and blame it on your left hand, but fail in memorization games and it will sting in the most uncomfortable place. You can't talk that away, your pride forbids it. So don't lie to yourself about it being just a game, that is a cop out. Memorization games insult your intellect, that is personal.
Sincerely