1165: Endless Infinite Discussion

Around this time of year in 2011, one Mr Tom Ohle, a fine upstanding gentleman at the forefront of promoting games you might not have heard of quite so much as the games you have heard of a lot, wrote this post, named The Case of the Great Game Nobody Saw.

Lest you’re too lazy to follow the link, allow me to summarise: Tom works in PR for video games. The titles his company Evolve PR has represented over the years include things like CD Projekt Red’s The Witcher series, the deep strategy games of Paradox Interactive, TimeGate Studios’ Section 8 series, the Anomaly series and numerous others. As all good PR people should, Tom believes in the games he’s paid to promote — some more than others. Sometimes games come along that are genuinely excellent — games that, in Tom’s words, are “magical, revolutionary, disruptive or otherwise worthy of consumers’ awareness” — and, as you’d expect, Tom and co. would very much like to see these titles succeed, and they do their utmost to try and convince various outlets that these games are worthy of coverage and promotion. When these games don’t get the coverage they deserve — either because of “bigger” games monopolising the front page or simply through being rejected outright — it’s enormously disheartening, not only for Tom and co. but also for the makers of these games.

“At its core, this is an issue that pervades entertainment and consumerism as a whole,” writes Tom. “People stick with brands they know. Everyone craps all over themselves (myself included) when a new Rockstar game is announced. That’s fine; they make great games. But in an industry that so often complains about derivative sequels, soulless big-budget productions and a lack of risk-taking, isn’t it about time we started focusing on quality? Shouldn’t those companies looking to push the boundaries of the medium begin to reap the rewards? If things keep going the way they are, we’ll never shed the $60 price point, we’ll get sequels to major franchises every year, and we’ll all keep complaining and wishing things were different.”

Almost two whole years have passed since Tom wrote that post, and I don’t think things have improved at all since then. If anything, I think they’ve got worse. For all Polygon’s posturing about reinventing games journalism and for all Kotaku’s posting of random bullshit only tangentially related to games, we’re still in a situation where an alien visiting the games industry would believe there were only a few interesting games released every year, and that they’re often entries in the same series. Call of Duty. Battlefield. Assassin’s Creed. And so on.

Most recently, I’ve been becoming somewhat frustrated with Bioshock Infinite. I have no doubt whatsoever that it’s a fantastic game, and everything I’ve heard seems to indicate that it is, in the words of a friend of mine, “intelligent Hollywood… a ‘The Matrix of gaming'” and that is, on the whole, a good thing. We need creators like Ken Levine in the mainstream of the industry to push things forward and prove that there’s a market for intelligent experiences as well as Mildly-Racist Brown Michael Bay Manshoot #327. I am glad that Bioshock Infinite exists, that it is apparently living up to the hype and that, I imagine, it is probably selling quite well as a result of all that hype.

What I’m less thrilled about is the fact that it’s not really solving the problem Tom was talking about in his post. Bioshock Infinite may be “intelligent Hollywood”, but it’s still Hollywood. It’s still a single game from a high-profile creator monopolising press coverage and social media, completely dwarfing smaller-scale experiences that — shhh — might actually be more interesting. Do we need videos explaining “why you should play Bioshock Infinite on Hard mode”, articles about its ending, articles about why Ken Levine doesn’t believe in Utopias, articles about how to edit the INI files, tips articles, articles about why having it spoiled didn’t matter, articles about… have I made my point yet? This is a disproportionately large amount of coverage for one game — one very good game, admittedly, and one which has a lot of expectations to live up to, yes, but still just one game, and one game that people were already very much aware of in the run-up to its release. I’m already absolutely fucking sick of hearing about it, and the more I hear about it, the smaller the already-miniscule chance I will ever play it becomes — a phenomenon I discussed in this post.

The standard response to this is, of course, that this is what the greater audience is hungry for. Millions of people are going to buy, play and love Bioshock Infinite, and they should be catered to, as those millions of people are probably also going to want to read lots of things about Bioshock Infinite.

However, here’s my (slightly selfish) question. What about me? What about people like me? What about all of the people out there — I’m sure I’m not the only one in the world — who didn’t really like the first Bioshock all that much (I played System Shock 2 almost immediately beforehand, which just made the fact that Bioshock wasn’t System Shock 3 all the more painful and frustrating) and consequently are not all that interested in this new one? What about the people who are more interested in other types of games? Don’t we deserve some quality and wide-ranging coverage of the things that we’re interested in? (Where’s my “Tips for playing Hyperdimension Neptunia Victory post, hmmm?) We have fan communities and enthusiast blogs, sure, but where’s our high-profile professional outlet covering this stuff that’s a bit off the well-worn path? (Besides Games Are Evil, of course, which I’m not going to pretend is anywhere near as big as I would love it to be!)

The gaming medium has grown up enormously in the last few years. With constantly improving software and hardware technology providing more and more flexibility for interactive artists to realise their digital dreams, and the rise of the indie space and Kickstarter allowing game makers to break free of the shackles of corporate culture, we’re most definitely undergoing the “Cambrian explosion of possibilities” that SimCity, The Sims and Spore creator Will Wright talked about back in 2008. It’s a great time to be someone who enjoys playing games.

But the games press has not evolved alongside the medium as a whole. The medium as a whole is now, as I’ve said numerous times in the past, far too broad for one outlet to be able to do justice to all of. And yet pretty much all of the big outlets choose to focus on the same part of this massively diverse medium. It’s the part with the biggest audience, the biggest budgets and the biggest amount of money involved in it, yes, but it’s still just one part of a whole. Read the news pages of one big site and you’ve read them all. Read the reviews section of one site and you’ve read them all. The sheer volume of things on display at events like PAX East and GDC help a little, but more often than not you still just hear about the same things from slightly different perspectives. Or you hear about Battlefield 4.

Why haven’t we got to a stage where big outlets can feel confident enough to distinguish themselves from one another yet? Don’t give me a reason to stick with one outlet, give me a reason to read all of them because of their completely different content. (Right now, I don’t read any of them with any degree of loyalty, because very few of them provide coverage of the sort of thing I’m interested in any more!)

It’s massively frustrating, and I don’t even work in PR. I can bang my drum all I like about the types of game I’m interested in and want to experience more of… but is anyone really listening?

Spore: My Take

Okay. Let’s get one depressingly inevitable thing out of the way first.

O HAI OMG AI CAN HAZ SPORN YA?

Now that’s done, we can begin.

There’s been a whole lot of ranting about Spore’s DRM recently (not least from myself, albeit I seem to be coming from the opposite direction to 99% of the rest of the Internet) but I’m not here to talk about that today. I’m actually going to talk a bit about the game, having spent some time with it and played it from start to “finish” with one of my creatures and started again with another.

I’ll start by saying that Spore is enjoyable and plain FUN. Many developers these days are dead set on either creating a movie, or creating something that’s self-consciously “hardcore” or something equally unappealing to a cynical old bastard such as myself. Spore eschews all of that by providing an experience that is pleasantly “light” to play yet has something that may not be “depth” but is certainly an addictive quality that keeps me wanting to return to it.

Part of the appeal is, of course, the user-generated content. The fact that, once my little single-celled creature evolves sufficiently to crawl out of the primordial soup and onto land, he/she/it will encounter creatures created by my friends, family and colleagues… well, that’s just awesome. Already I’ve had discussions with several people with amusing stories about my creatures turning up in others’ games, and even my spacefaring race’s starship turning up and suddenly abducting creatures from their game! (Disappointingly, the above-pictured “Massive Cock Monster”, produced by myself and a colleague from work upon his first discovery of the Creature Creator, hasn’t appeared in my galaxy as yet but I’m sure it’s only a matter of time.)

This is the great thing about replaying Spore. The first time I played it, I didn’t notice any of this stuff – I was concentrating on actually playing the game and understanding the mechanics. Fortunately, the mechanics themselves are very simple to pick up and build in complexity at an almost perfect pace – starting with simple directional controls in the Cell stage, adding an MMO-style “hotbar” in the Creature phase for using attacks and social abilities, adding a simple RTS interface in the Tribal phase, refining and increasing the depth of this in the Civilisation phase… before combining everything you’ve learned throughout the last few hours into the much more lengthy Space phase. And the great thing about the Space phase is that in your travels to the various planets around the galaxy, you can drop down onto a planet and see a computer-controlled species/tribe/civilisation going through exactly what you’ve been through – you can either sit back and watch it or do your damnedest to interfere with it through various means. Once you’ve been through the Space phase and experienced this a few times, going back to a previous phase means that you suddenly notice a whole lot of weird shit going on… like a sudden stampede of creatures running away from a now gigantic-appearing spaceship which is lasering them to death, or abducting them, or dropping meteors on the planet.

So that’s a lot of fun, and to me one of the best things about the game – the fact that it FEELS like a coherent universe where not only do you go through all these stages, but “everyone else” has to as well – and that “everyone else”, despite being computer-controlled, feels like it’s controlled by other people thanks to the fact that they were all DESIGNED by other people.

Vaguely related to this is the thing I like most about the aesthetic of the game – the constantly changing sense of scale. Right from the very beginning, Spore is a game about growth. Eat enough primordial goo as a wobbly cell thing and you get bigger, until you can eat the things that used to be screen-sized. Wander around as a creature and everything seems very large. The world is a big place, any invading spaceships seem huge and threatening and it’s a scary place to be part of. Become a tribe and you feel like you’ve taken a step back. What was once a single screen-filling creature has become a group of creatures that appear smaller individually but exhibit a greater influence on their environment. Become a Civ and you barely see your creatures at all, as they spend all their time in buildings and vehicles – but their influence spreads and grows until they have dominated the world. Reach the Space stage and, while your spaceship of your own design is undoubtedly cool, it’s presented as quite a small object on screen, making you feel suitably insignificant when surrounded by the thousands of stars that make up the Spore galaxy, until you start conquering or buying out star systems and you see the tangled web of your empire spreading across the galaxy map, growing bigger and bigger with each new conquest.

Other little things tickle my happy places in nice ways. The community side is dealt with well, though I wish there was some notification when someone comments on your creations as at present you have to check your page to see if any comments have come in. There’s Achievements too, a clear nod to both Xbox Live and Steam’s successful integration of this feature – and they’re an interesting mix of achievements too, with a combination of simple “play this game for 40 hours” style ones along with more complex “Win the Civilisation Stage by launching nuclear missiles”-type ones that encourage replaying the game in different styles – plus the fact that playing the game in different styles actually makes a difference. My first race was an aggressive species of carnivore, which meant they spent a lot of their time fighting. (Plus their voice ended up sounding like Brian Blessed, a fact which I was immensely pleased about.) My new species is completely different. They are non-aggressive, social herbivores, which has meant that the strategies required to survive the various stages (they’re currently up to the Civ stage) are rather different, focusing on defence or negotiation rather than outright killfests.

So is Spore the masterpiece the hype makes it out to suggest? Who knows. What I do feel, though, is that different people will take different things from it. I will certainly enjoy revisiting it with different creatures with different personalities and abilities and attempting to play the game in different ways. Others may tire of it quickly due to its relatively simple gameplay – simple compared to a more in-depth strategy game, at least. Others may spend most of their time in the Creators and enjoy adding more and more content to both their and other peoples’ games. It’s certainly a game with a broad appeal and, if we have to use that over-used term “casual” game, it’s a good example of a game that is easily accessible by both people who have been gaming for years and those who are relatively new or not as obsessively interested in the hobby as some of us.

(Oh, and the fact that they incorporated the music from M.U.L.E. into the trading screens in the Space phase is enough to make me want to have Maxis’ babies… though the purist Atari geek in me wishes they’d used the Atari version instead of the inferior C64 tune. My new creature, Gollumer, is a homage to that game.)

Check out my profile on the Sporepedia and feel free to add me if you’ve got the game and haven’t added me already – the name is, of course, “angryjedi”.