2079: WTF is Wrong with Video Games? Absolutely Nothing

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Yesterday, social media was abuzz with something stupid that gaming site Polygon published. This is, of course, nothing unusual, since Polygon appears to have shifted its identity from “reinventing games journalism” to “posting the most idiotic things possible in the name of those sweet clicks from people who think we’re dumb, but really they are the dumb ones for clicking on it, oh wait, don’t use archive.is please, stop it, my aaaaad revenuuuuuue”.

Said article was called WTF is Wrong with Video Games? and was, in fact, an excerpt from an e-book of the same name by self-professed “Mean Guy” Phil Owen. As the title suggests, it’s yet another in a long series of navel-gazing articles that suggest video games need to “grow up” if they really want to be respected as art. And the main thrust of Owen’s argument throughout the piece is that “gameplay” gets in the way of “art”.

Dara O’Briain did a good comedy routine about Call of Duty a few years ago in which he commented on the seeming absurdity of a game restricting access to the rest of the story based on your skill — and yet it’s something that, over the years, we’ve become accustomed to. The concept of “story as reward” is a powerful motivation for many game enthusiasts — I’m one of them — and being able to advance an enjoyable story as a result of proving your own skills is often inherently more satisfying than just having a story served up to you passively.

But Owen’s argument is also a gross oversimplification of the situation. Let’s ponder a few things.

The interminable game/not game argument

As a medium, video games have expanded and flourished enormously over their lifetime — far more quickly than any other medium in history. Early games were technically limited and as such tended to focus on the mechanical aspects while making narrative little more than an afterthought. In other words, the technology simply wasn’t there for games to be able to tell a compelling story convincingly, so as such the mechanical aspects were emphasised, because even with primitive technology, it was possible to make something that was fun to play.

Today, of course, there are very few technological barriers to realising a creative vision. Modern 3D technology is more than capable of rendering photo-realistic scenes at convincing framerates; virtual reality allows us to immerse ourselves fully in virtual worlds; and many games have production values that rival the most expensive movies. But at the same time, alongside this improved technology has come the understanding that “video game” these days means far more than its literal definition. “Game” no longer means just something in which you prove your skill or master mechanics; it can refer to all manner of interactive entertainment, whether or not there’s a way for you to “lose” or “win”.

This aspect of things is what gets a lot of self-professed hardcore gamers’ backs up. “Gone Home isn’t a game!” they’ll cry, since Gone Home is the habitual poster boy for being “not a game”. “Visual novels aren’t games! Walking simulators aren’t games!”

Well… yes they are, assuming we’re using the term “game” as is most commonly used these days to refer to any form of interactive entertainment, however limited the interaction might be. They may not be the sort of games you want to play, but that doesn’t make them not games by the popular definition. All they show, really, is that the term “game” has really become woefully inadequate to describe the diversity of experiences we have these days. And none of them are “invalid” or “need to grow up”; some of them simply might not appeal to particular groups. And that is absolutely fine.

Games as art

I’ve been a believer in games as art since I played Final Fantasy VII for the first time, and its story blew me away with its emotional intensity and drama. It may be clichéd and laughable these days, but back on its original release, it was incredible. And I’ve held strongly to the fact that games are art ever since, with my understanding of what this really means changing and growing over time.

The mistake a lot of people make — Owen included — is assuming that “art” is synonymous with “narrative”, and this absolutely isn’t the case at all. Sure, some of the most explicitly “artistic” games out there place a strong focus on their narrative, but there’s plenty of artistry in purely mechanical games, too.

There are few places where this is more apparent than in the more technical side of arcade-style games: specifically, fighting games, shoot ’em ups and rhythm games. Fighting games — good ones, anyway — are precisely and immaculately tuned to be balanced in such a way that skilled players can make the on-screen characters do exactly what they want as the result of split-second decisions. Watching skilled fighting game players going at it is a thing of beauty, and something that relatively few of us can hope to master to quite such a degree.

Shoot ’em ups, meanwhile — again, good ones, anyway — are crafted in such a way as to be intricately choreographed, enemy waves hurtling onto the screen in such a way as to be both positioned in a way for the player to be able to defeat them and to be aesthetically pleasing at the same time. Bullet hell games become a ballet of the player sprite weaving through screen-filling, moving patterns that, although initially appearing chaotic, are in fact orderly, predictable and navigable.

As for rhythm games, well, anyone who has played Project Diva f on Hard difficulty or higher will know well the fact that playing that game is more playing a percussion part for an actual piece of music from memory than paying any attention to what is actually happening on screen at any given moment. Just as shoot ’em ups are choreographed, so too are rhythm games, with player inputs complementing the existing music in such a way as to immerse the player in the creative work in a way that simply isn’t possible if you’re listening in a more passive way.

Games are art, and art doesn’t mean narrative. Deal with it.

WTF is wrong with video games?

Really? Nothing. Nothing at all. There may be some individual games that you, personally, don’t care for or enjoy playing, but that doesn’t mean the amorphous concept of “video games” has anything wrong with it. It simply means that you’re not playing the right games for you.

This, I think, is a key problem with Owen’s argument that the “game” gets in the way of the “art” (meaning “narrative”, in his case). Some people like that. Some people like being rewarded with story, or in-game trinkets, or numbers going up or whatever — and that’s an important part of the gaming medium as a whole. It’s not something that is present everywhere in gaming, of course, and when inappropriate mechanics are shoehorned into a situation where it really doesn’t make sense, it can be jarring and uncomfortable. But a lot of designers these days have a pretty good idea of what elements go well together with what. Naughty Dog made the decision that crafting shivs in The Last of Us complemented the game’s post-apocalyptic storyline, and the game as a whole was well-received for its combination of storytelling and gameplay.

At the other end of the spectrum, of course, we have stuff like The Fruit of Grisaia, which is almost completely non-interactive — there are only five decisions to make in a single playthrough, three of which are totally irrelevant for four out of the five routes — and yet still manages to be incredibly compelling. So the kind of experience Owen is apparently looking for — interactive narrative without any requirement for skill — already exists, and is pretty damn good, too. Not only that, it comfortably exists alongside games that are pure skill — the aforementioned fighting, shooting and rhythm games — without anyone needing to tell each other that what they’re playing “isn’t a game” or that their experiences are somehow invalid.

I think the only W that is TF with video games right now is the unreasonable expectations and preconceptions some people come to the medium with. Video games are not everything to everyone, and neither should they be. No form of art is universally appealing to everyone, and video games are no exception. If you object to crafting shivs in The Last of Us, don’t play The Last of Us. If you object to wandering around a house without killing anything in Gone Home, don’t play Gone Home. It’s not as if you don’t have any other choices as to what you can experience from a medium that has become as incredibly broad and fascinating as gaming in 2015, and it can sometimes lead to pleasant surprises if you step out of your comfort zone and try something new once in a while.

Let’s not water down and homogenise gaming into a single, bland, lowest-common denominator, non-offensive, “universally appealing” form; let’s instead celebrate all the different experiences we can have on our computers, consoles, handhelds, phones and tablets. Let’s marvel in how easy it is for us to explore new worlds, to put ourselves in the shoes of another, to immerse ourselves in narratives more deeply than any other medium, to challenge our prejudices, to show our skills in ways that don’t require physical strength or even mobility and to engage our emotions in everything from a feeling of “fun” to blood-curdling “terror”.

WTF is wrong with video games? Absolutely nothing, so stop moaning and go play something.

1948: Five of My Favourite Music Games

I’ve been a fan of music-based “rhythm action” games ever since they started being a thing around the time of the PS1 era, and while there aren’t anywhere near as many around these days as there were in their heyday, there are still some great ones out there. And, of course, those old games are, in most cases, just as playable today, so long as you can deal with some dated graphics!

Without further ado, then, here are five* of my favourites.

Bust-A-Groove

I can’t quite remember if this was my first ever encounter with rhythm action, but it was certainly one of my favourite games of the PS1 era. It’s also the sort of game that would probably never see a retail release these days: it’d be much more likely to be a £15-20 downloadable game. (In fact, why isn’t it downloadable on PSN? Get on that, Sony!)

Bust-A-Groove was an unusual and creative title that took the overall aesthetic of a one-on-one fighter and transplanted the hot versus action into the context of a dancing competition. Each song was based on four-beat bars, and in each bar you’d have to make sure you hit one of the face buttons on the PlayStation controller on the fourth beat. As you built up combos, you were given more and more directional inputs to squeeze in before that all-important fourth beat, but these didn’t need to be in time. You were usually pressing O or X on the fourth beat, but pressing Triangle would allow you to use one of your character’s special attacks (limited in the number of times you could use them per stage) and pressing Square would allow you to dodge an incoming special attack from the previous bar; failure to do so would put you out of action for a few bars and allow your opponent to get ahead.

Bust-A-Groove wasn’t perfect, particularly in two-player mode, where two equally matched players tended to reach a stalemate due to the way the game’s scoring worked. But as a single-player rhythm action game in particular, it’s still hard to beat — and it had some of the most memorable songs of any game I’ve ever played.

Frequency/Amplitude

I always get Frequency and Amplitude mixed up — one was the sequel to the other — so I’ll cop out and put them both in here, since they were fairly similar to one another, as I recall.

Frequency and Amplitude were early titles from Harmonix, who would go on to create the Rock Band series. And it’s clear where the inspiration for those later, more popular titles came from: Frequency and Amplitude had the “note highways” almost as we recognise them today, but with a twist: you were playing all the parts on your controller.

This wasn’t as ridiculous as it sounds; what you’d do is pick a “track” (as in, part of a song, not a whole album track or something) and bang out a decent combo on it. After a short period, that track would “lock” in place and continue playing, allowing you to move on to another one and gradually build up the texture of the music, effectively creating a dynamic remix as you played. Perform well enough and you’d be able to get all the parts going together; perform badly and it would sound like a teenage wannabe rock group attempting to perform a piece far too ambitious for them one lunchtime at school.

Space Channel 5 Parts 1 and 2

Yes, I know that’s two games, making my “five” rather dishonest (particularly after including both Frequency and Amplitude), but really, Space Channel 5 deserves to be considered as a complete… thing. Because it’s quite something.

I’ve often described Space Channel 5 as “the gayest game ever” (the second-gayest game ever being Final Fantasy X-2) and I stand by that sentiment. Gloriously, unabashedly cheesy and camp as fuck with a kitschy ’60s sci-fi aesthetic, Space Channel 5 sees the leggy pink-haired beauty Ulala strutting her way to fending off an alien invasion and eventually saving the galaxy from the machinations of an evil villain.

Space Channel 5’s gameplay is extremely simple, essentially boiling down to a game of rhythmic Simon Says. Flowing pretty much seamlessly from cutscene to gameplay, Ulala would be confronted with some sort of sticky situation to resolve, and would have to do so by copying the moves of whatever dastardly (or, in many cases, not-so-dastardly) foe she’s facing this time. The twist on the usual Simon Says formula is that you have to do it in rhythm as your “partner” did it, too, and there are some seriously challenging rhythms to deal with. Once you learn it, though, you should be able to rattle through the whole game in about twenty minutes or so, but it’s very replayable, much like an entertaining short movie. Space Channel 5 Part 2 also comes with a sort of “challenge mode” alongside the main story, and that’s a lot tougher.

Space Channel 5 Part 2 is also noteworthy for featuring a bizarre cameo from a low-polygon depiction of the late Michael Jackson… sorry, “Space Michael”.

Elite Beat Agents

Elite Beat Agents is one of the best games on the Nintendo DS, and, surprisingly, one of the most effective examples of storytelling I’ve ever seen.

The titular Agents are tasked with jetting off around the world to save people from various mishaps, and they do so by dancing at them. Exactly how this solves the problem is anyone’s guess, but it seems to work, even going so far as to fend off an alien invasion accompanied by Jumpin’ Jack Flash in the wonderful finale.

The game uses licensed tracks (albeit cover versions in most cases) to complement the on-screen action and help tell their stories, and there’s at least one instance where the combination of music, subject matter and events in the story are genuinely emotional. You know the one if you’ve played it. (Also, it’s in the video above.)

But aside from all this, Elite Beat Agents is a strong rhythm game that makes excellent use of the DS’ touchscreen and stylus — and is a challenge and a half even for the most seasoned rhythm game pro, to boot. It’s just a pity we never saw the sequel over here.

Hatsune Miku: Project Diva f

I include Project Diva f (and its PS3 counterpart F, though I greatly prefer playing on Vita) on this list rather than its (apparently superior) sequel largely because I haven’t played said sequel. Project Diva f is a great game in its own right, however, and made me all sorts of happy the first time I played it, largely because it reminded me of the old PS1-era games.

It’s no Bust-A-Groove, though; no regular beats for you here. Instead, you’re expected to play Project Diva f’s levels like a percussion instrument. Depending on the piece in question, you might be accompanying the vocals, lead guitar and synth, rhythm section or even playing some completely different counter-rhythms that complement the main bulk of the music. The lower difficulties are deceptively easy; the higher difficulties are as challenging as playing an actual instrument.

It’s satisfying though. Pulling off a “Perfect” score on a difficult level is a wonderful feeling, and it’s something that will only come with practice — remember that, when games didn’t hand victory to you on a plate? Yes, in order to get good at Project Diva f you’re going to have to do more than just try each song once or twice; you’re going to have to actually learn them, so that eventually you don’t even need to look at the incoming note patterns, you can just perform them. When you reach that stage, then you’re a true Miku master.

Senran Kagura: Bon Appetit!

I won’t lie, I’ve lost count now, but I’m pretty sure we’re not doing “five” any more. Oh well.

Senran Kagura: Bon Appetit! is a game in which the ninja girls of Senran Kagura take time off from fighting each other and worrying about youma to indulge themselves in a cooking competition organised by pervy old ninja master Hanzo, who apparently wants nothing more than to watch his granddaughter and her friends literally cook each other’s clothes off in an attempt to secure a Super-Secret Ninja Art Scroll that will grant one wish.

It is as ridiculous as it sounds, but there’s actually a really solid, fun — albeit simple and straightforward — rhythm game underneath, with some wonderful pieces of original music; for those less familiar with Senran Kagura, it has consistently great soundtracks, and Bon Appetit! is no exception; good job for a music game, huh?

Not only that, but the game actually makes an effort to put all this ridiculousness in context with story sequences just like those in the mainline Senran Kagura games. It does take great pains to point out that you probably shouldn’t take Bon Appetit! too seriously or expect it to be acknowledged in the “canonical” Senran Kagura narrative, but it’s more than just a generic rhythm game with the Senran Kagura characters hastily slapped atop it.

It’s lewd as fuck, though; if you thought the clothes-ripping action of the main games was a touch on the suggestive side, you’ve not experienced anything until you’ve seen the cast posing provocatively and naked atop various delicious-looking desserts. But that is what Senran Kagura does, and by golly, we love it for it.

Love Live! School Idol Festival

The most recent addition to this list (which I’ve been keeping in my head prior to this post), Love Live! School Idol Festival is one of a few games that have got me playing games on my phone again for the first time in ages.

The basic rhythm gameplay of School Idol Festival is solid, and designed well for touchscreens — the icons you have to tap are all arranged in an inverted arc across the screen, making it easy to hit them all with your thumbs even when holding on to your phone. The songs are a lot of fun, too, capturing a lot of the energy of the show — and, of course, making use of some of the show’s most well-known and loved songs.

But arguably the more interesting thing about School Idol Festival — and the thing that keeps players coming back to it day after day — is its comprehensive metagame. At its core, it’s a fairly standard Japanese style collectible card game — collect cards of varying rarity, sacrifice cards you don’t need to level up cards you do need, increase the rarity of cards and assemble a powerful team — but the attachment to Love Live! makes it very endearing, and the game even goes so far as to include fully-voiced (in Japanese) visual novel-style story sequences as you make progress. The metagame also affects your performance; better cards will allow you to obtain better scores, and different cards have different “skills” that trigger over the course of a song and provide you with bonuses or other benefits.

You’ll obviously get the most out of School Idol Festival if you’re already familiar with Love Live!, but even if you’re not, it’s a solid rhythm game in its own right — so long as you like super-happy, cheerful, saccharine-sweet J-idol music. And I’m not sure I trust anyone who says they don’t!


 

Okay, okay, I’m done. Whatever.

* Hah.

1524: I Love DIVA

I was editing some Dark Souls 2 walkthroughs the other day, thinking to myself that the idea of spider enemies that cause instant death if they fall on you didn’t sound like very much fun at all, and that I didn’t really want to play Dark Souls 2. Then I contemplated what I have been playing recently — and, more notably, how I’ve been playing it — and realised that perhaps I’m not quite so different from the Dark Souls nutcases.

I am referring to the Vita version of Hatsune Miku: Project Diva f, a quite astonishingly excellent rhythm game starring the eponymous Vocaloid voice synthesiser personification and her similarly artificial friends. It’s a game that encompasses a broad spectrum of electronic music, and has one of the best feelings of getting “into” the music that I’ve felt since plastic instrument-wielding games such as Rock Band and Guitar Hero.

Project Diva f is a rhythm game in the Japanese mould, in contrast to Rock Band and its ilk, however. This means that there is a strong focus on attaining absolute perfection, and then improving on it some more if at all possible. Specifically, there are two scoring systems at play: a “Grade” bar that goes from 0 to 100 per cent as you accurately tap or hold notes with the correct buttons or flicks of the touchscreen, and a more conventional numerical score that increases according to whether your taps, holds and flicks are “Cool” or “Good” (or, heaven forbid, “Safe”, “Bad” or “Awful”). In order to get a “Perfect” rating on a track, you have to hit every single note with a “Cool” or “Good” rating, including nailing two challenging “Technical Zone” sections as well as an additional “Chance Time” section which is also used to trigger bonus events in the background music video of a track.

I got reasonably into the PS3 version of Project Diva F (the PS3 version has a capital for some reason) but the usual music game audio-visual latency issues rear their head at times, making it an occasionally frustrating experience. You can manually calibrate the latency, but without an easy test function a la Rock Band it can be difficult to judge. This problem is not at all present on Vita — plus there’s something a whole lot more satisfying about having the music right there in the palm of your hand. Consequently, I’ve got a lot more into the Vita version than the PS3 incarnation.

How much more? Well, I’m currently systematically working my way through the Normal difficulty and attempting to attain a Perfect rating on all the tracks. And I’m doing pretty well so far — though some of the later tracks are going to give me some grief, I can feel it. The challenge is something I relish, though; I enjoy the music, and the feeling of absolutely nailing a difficult track utterly flawlessly is hard to beat. Similarly, missing an easy note with a “Safe” is disappointing and a cue for an immediate restart. Yes, I’m being one of those players. But I’m having a blast — and this constant repetition, practice and improvement is just the same sort of thing that Dark Souls players are presently indulging in, albeit with more slobbering monsters rather than doe-eyed anime-style characters.

Once Normal mode is done with, it’s onto Hard mode, and possibly Extreme if I’m feeling very brave. These two modes are significantly more difficult than the already challenging Normal mode, but I’m looking forward to taking them on; unlike the seemingly impossible harder difficulties of Rock Band et al, I feel that Project Diva f’s harder difficulties are well and truly within reach — and that mastering them will be a gaming accomplishment to be proud of.