Escalation of moral maturity from game to game

One aspect that’s been part of boys’ play culture for as long as we can go back in written history with records of children’s play is the moral play between good and evil. One of the modern classics that display an everyday battle between these two extremes would be Cops versus Robbers. As we grow up, the stark contrast between good and evil usually begins to dim to the point where we can accept that good and evil are subjective, at least on philosophical level. The contest between the perceived sides still persist into our adulthood, more often than not shaded to the point of the perceived evil being more justified than the opposing side.

The traditional pen and paper role playing games stem from the myths of antique and the knight plays. I don’t think there’s one child in the world who has no played a role of a knight in some play. The knight I’m referring here is more akin the idea of local protector, hence why black knights are the opposing, equal power. Perhaps an allegory for the fallen angel of sorts on some level. Nevertheless, the early computer RPGs were largely digitised forms of Dungeons & Dragons games these people used to have, with Ultima being an example of such. If you look in late 80’s and 1990’s Japanese fantasy light novels and series branched from them, like Slayers, they’re largely based on the author’s own D&D games. With the D&D crowd, at some point they stopped playing knights outside in the nature, and moved indoors. Of course, Live action role playing, or LARPing has become somewhat popular, and is effectively just people playing like kids with far more serious intent and costlier props.

The aforementioned paragraph may sound rather negative, though it’s more an argument of natural change. Whether or not theatrical plays predated children play acting is unknown, but the two have a linear connection between maturity and playing. Play acting became a profession, something done so good that it could be made money with. The adult life is strongly reflected in children’s plays, as playing is often the best form of education and learning for the future. Kids trading stones and sticks on the playfield essentially prepares for commerce. Pokémon TCG was largely panned by parents in its initial release years, but one thing they learned about it was how it taught children the value of goods and trading. Modern world simply allows certain aspects of immature play to be present more than with previous generations. The concept of something being childish and for children only has seen a silent paradigm shift.

Perhaps the example of this is electronic games. While computer games were seen somewhat more mature compared to console and arcade games in the 1970’s and 80’s, they’ve been accepted as a media for all ages since the late 1990’s, with some grudges here and there. It’s still not all that uncommon to see some parents from previous generations to describe game consoles and computers as toys, which often yields a rather negative response due to associated immature mental image it carries with it. While understandable, toys are means to play. Describing a game machine a toy in this sense isn’t wholly inaccurate, as all it exists for is to play.

However, electronic games and machines they run on prevent any creative forms of plays. They offer a statistic, controlled and extremely limited form of play, which is more akin to adult overseeing a children’s play. This is currently a technological issue, as we’ve yet to see completely dynamic world that allows the player to enact whatever possible they want. One can’t build a hut and live in there for the rest of the character’s natural life in a Final Fantasy game, because the game is not prepared for that. It’s limited to the story the game wants to tell. Playing often requires the player to follow the rules, after all. Not all toys allow all forms of play either, after all. While calling video and computer games as toys might sting your ear, the association with play is completely natural and such naming shouldn’t be deflected from the get go. After all, we have adult’s toys as well, which children shouldn’t have access to before they are mentally and physically mature enough.

The same applies to video games. Grand Theft Auto and Skyrim are both games we constantly see people of all ages playing, despite the age recommendations being there. Being a direct descendant of Cops VS Robbers and knight plays, both game simply take the basic core and expand on it. GTA may have you play as the Robber, but the moral hues you’re given are numerous. The same applies to Skyrim, where the player character is a figurative knight on his route to slay a dragon. The means and toys have just changed from a stick representing the baton or sword to a plastic controller and readily set digital world.

The question how much industrially prepared playing via toys has affected modern world’s play culture as a whole is a topic I’m not ready to touch on. However, some examples how things simply change drastically with a toy would be Barbie. The toy is not a doll for girls who play with it, it’s a Barbie. Singling out a toy like this outside all others has grown to the point of almost all toys have been made their own rather than for overall playing in general. Perhaps the largest reason for this change is the successful franchising, where the association with a toy and a character is made so much stronger. A child is not just buying a transforming robot toy, he’s buying Optimus Prime and all the mental images associated with the character.

While the contest between moral sides in boys’ games has escalated since the 1950’s, similar escalation has been lacing in electronic games. This is due to all the aforementioned; electronic games are just part of it. The age-old discussion about boys’ and girls’ games is valid, and while I’d argue that a well made game does cater to both sexes, the truth is that one has more interest towards certain kinds of games over the other. That is the nature of things. However, nothing exists in a vacuum, and games experience as much mixing of these two play cultures as real life does. The Sims is still the best example of girls’ play culture being completely accepted by both sexes (the game’s essentially playing Home), as is Super Mario. Super Mario just happens to be perceived more immature due to the design choices and lack moral greys over something like Halo, which is perceived a a “big boys game.”

This is a point, as not all games, electronic or not, are for all ages. It is up to the parents to decide whether or not Little Jimmy is ready to handle mature concepts like interrupted penetration, self-mutilation in the name of love, the absurdity of how pointless life is or the sheer sexual tension between a man and a machine. Something truly is for “big boys.” The core play doesn’t change with maturity, but the concepts and themes that frame the act do.

Expanding Switch

With the recent Nintendo Direct, which I’ve just manage to watch thanks to life, we can say that its first year of games is pretty damn good. Very rarely does a console get this sort of first year. For example, the DS’ first year was abysmal before Nintendo turned the console around and made it the top selling console. Perhaps the only consoles that can compete with the Switch’s library as it is now compared to their first year are the NES and SNES. Famicom had pretty terrible first year, which the NES managed to avoid to some extent.

Switch’s success is tied to three or four different elements, depending how you want to count them. First is, without a doubt, that it is a hybrid console. Its portability without a doubt  is part of the Switch’s charm. Much like all previous handheld consoles that had extensive support, namely the Game Boy series and the DS, Switch is enjoying consumers carrying it around, though in somewhat limited extent due to its size. Sony could’ve taken few lessons from Nintendo how not to drop the ball with handhelds. Poor Vita, people had such high expectations for you. Being handheld is not really a reason for Switch’s success, but it is certainly part of it. Hardware, that is. Switch seems to be easy to develop for and allows more ‘portable’ games to be made that don’t require to be stupidly expensive Triple A. They have their own slot in the fray.

Nintendo bringing their old arcade games to the system is great. While some will scoff at them, and never remember that Nintendo started as an arcade game company before entering the home console market, these titles will have their audience. The more Nintendo brings their older titles that have not seen a release in years, the better. Just tie all of my past purchases to an account I can carry between consoles, so I don’t need to buy the same game again and again for new systems.

Of course, Nintendo releasing a Switch/ Super Mario Odyssey bundle will see more sales. The game, despite whatever personal issues I have with it, does look fun and may see good amount of sales. Now if Nintendo put the same effort and quality into a 2D Mario game, we’d be golden.

The second reason is that Nintendo’s own software has been of high quality. Breath of the Wild has gained loads of support from the consumers and generally has been accepted one of the better Zelda games. Mario Kart 8 Deluxe, while certainly mainly just an upgraded edition of the Wii U game, it has made it rounds. The Battle Mode and included DLC really showed Nintendo that doing a complete release with some extra characters thrown in and tweaked gameplay pays the bills better than trying to what Capcom did with Street Fighter X Tekken. These games, especially Breath of the Wild, are keys to why Switch has been successful thus far. Hardware’s prowess doesn’t come from it being extremely good or able to push out incredible graphics, but something that can keep costs low and still be able to deliver easy environment to develop for. Develop games, that determine the success of the console.

This third reason could be counted with the second reason, but it really deserves its own slot, and that is third party titles, including all the smaller releases. While some of the titles are ports and some pretty low quality, but the fact that they are there makes the deal. Once you have the Big Titles in your library, you will want to look at the smaller and cheaper titles you might want to pick up. Indies (oh there’s that term again) will drop this sort of titles into the store from time to time. The more you have titles of at least decent quality, the better. Call it shovelware if you want, but all winning consoles had the most shovelware people could choose their favourites from.

The fourth reason is expansion. All consoles require their userbase being expanded at some point and it must be constant. Switch has been a success among Nintendo fans and general audience, but it still lacks certain appeal from its library. For example, Rocket League may be another port, and for a good reason gets dropped few notches because of it, but it offers something new not in other versions of the game. Same with Skyrim. The game may be six years old at this point, but there are still people who have not played it. It will also tap to the same core fantasy group that might find Breath of the Wild appealing, just with less Japanese feeling to it. Both Doom and Wolfenstein II both fall into a similar category with Skyrim in that they open doors to different interests the console currently offers. Back in the day, the media would say that the Switch is finally getting mature games to its library. It would have been preferable to have completely new entries to Switch in these franchises, but those can always follow if these are successful on the platform first and manage to solidify the userbase further.

Switch’s library is being expanded with these ports, like with L.A. Noir‘s updated one. While these are ports of past titles, they have an audience that will check them out, and another part will return to them if they’ve gotten rid of the previous version.

With this sort of tactic, the Switch has seen, and will see, a healthy game library from where both high-end and low-end product consumers will find something to enjoy. The problem of course with this is that it needs to be maintained. The Wii lost its steam halfway through due to Nintendo essentially dropping the support (Wii Music essentially killed the console), and looking at how Nintendo has released software on their previous systems, we can see that their main support is pretty much lost few years into a console, before things gear up for the development of its successor, with third party following in suit. As useless it is to hope that this time around that support wouldn’t vanish just like that, I highly doubt that’ll happen. While a console doesn’t have an expiration date other than when the developer drops their support, this five to six years cycle has become a standard of sorts. This is why we can be glad to see the Switch being expanded like this during its first year of existence, as that should lead into second and third year of further support and expansion.

 

Get rid of story, replace it with gameplay

People are talking about stories within video games thanks to Skyrim and Mass Effect 3. Some people I’m communing with praise Skyrim for its storytelling and options the game gives the player. They’re mainly computer game players, so let’s give them a little bit of credit.

But video games are games. In their inherent nature they do not need a story. In Mass Effect the first three hours I spent more time trying to skip through the story because I wanted to play the game, and then I ended up with horrible driving sequences. Sure, Mass Effect gives immersion and player is the main character and all that, but why does this come into gameplay’s way?

Video games have their own way of storytelling. It’s a combination of show-do-not-tell and interactivity. What most games use is traditional narration via walls of text and videos, which is sad. It’s easier to use traditional narrative as you have books upon books how to write a story and make a film. How to tell a story through games’ own methods is still an undiscovered country. I can’t really think any good examples, and tells something particular.

However, I’ll give you an example of three games that do not have a story, but then showcase certain level of video game storytelling outside traditional narrative. These three games are Sonic the Hedgehog, Sonic the Hedgehog 2 and Sonic the Hedgehog 3. But Aalto, Sonic does have story! Just take a look at the manual! you tell me now. Now, take a look at Sonic 1 again. In what portion of the game you see a story being told? No story seen.

Sonic 1 is an incredible game even now. It’s balanced, gives the player multiple options to choose from and storytelling doesn’t get into the way. Most likely you’ve played the game without knowing anything of the story, either through your siblings or via an emulator the cheeky bastard you are, where manuals usually are non-existant. When you play the game, you notice the simple and intuitive controls, and animals popping out from defeated enemies. In the end of Act 3 you see this fat Roosevelt-esque man with his own theme trying to maul your with a wrecking ball. After that, you pop a capsule open and release bunch of animals to the wilderness for wolfs to hunt. You don’t need any text or videos to tell what’s going on; the Roosevelt knock-off seems to be trapping animals into robots and Sonic’s there to stop him. It’s all how the game shows it to you.

Similarly Sonic 2 just goes with it. However, there’s more cinematic of sorts to showcase clone-Roosevelt’s mighty array of weaponry in the later levels. Sonic 3 then adds more traditional cutscenes where the player is unable to control Sonic, and we can safely say that from that moment on Sonic series took a dive. However, Sonic 3 keep the story progression extremely coherent, stringing every Act and Zone together in a logical manner. And yes; every stage in the game is part of the story.

I’ve hammered this point before; in games where there is a story, every second on-screen is part of the story. The gameplay is an integral part of the story, if there’s a story given within the game itself.

It would actually be nice to get a mod to Mass Effect where it removes every portion of the story so that it’d string all the proper gameplay portions together. Of course they wouldn’t do that, as it would cut 2/3 from the game. Most people who grew up solely on computer games will always want to see more traditional narrative in their game, as the most revered computer games are text heavy, like Monkey Island and Ultima series. Arcade players value more direct gameplay, whereas console players can really got the bets of both worlds.

Angry Birds is a rare example of a computer game, which doesn’t hold story in its game. This is partially the reason why it has sold so well.

Story is also intimidating. It’s far more difficult to get into a video game when you have Lord of the Rings or Sinuhe level amount of text in there to read from the get-go. When you got simple gameplay as the main dish, it’s much easier to attract customers. Vast majority of customers do not get into games to read and experience vast and complex stories; they get into games they can play. The people who are into games for the stories are small minority, a loud minority to boot.

This is one key for a successful game, a part of the silver bullet into making a hit video game; less traditional narrative, let the players play through the story… or don’t include a story at all. It’ll probably suck anyway. Put more gameplay there, it’s much easier and more rewarding to everybody.

The saying “If I want a story, I’d read a book” hits the mark. Video games are not there to give you a story or drama. It’s films’ and books’ job. Games are not there to make you experience wonders or the like. Games are there to be played and to be enjoyed through that. This is what all players really want from their games, even if there are bunch of them wanting a good story; ultimately these people will also skip the scenes they find boring.

If you look through the video game history, you’ll see that the best games, the most valued, have little to do with stories within them, like such a small game called Super Mario Brothers.