Microtransactions: Breaking Stuff

April 24th, 2013

 

Breaking the News-Previews-Reviews Trinity

Thanks to the likes of Polygon and the collective efforts of Simon Parkin (I’m generalising, obviously, but these are two key examples), games journalism has made great strides over the past few years and “features” are now a significant part of most games press websites. Still, though, the uptake to long-form writing on a single game has been slow to say the least. Game-specific discussion pieces free writers from the cover-everything nature of reviews, allowing them to develop a voice and a style, assets which most games sites lack. I guess it’s up to bloggers like us to carry the torch for long-form games discussion.

Breaking the Tyranny that Publishers have over Players and Criticism

This paragraph was originally part of the preface to Rethinking Games Criticism: An Analysis of Wario Land 4.

Publishers are the dictators of the video games industry. Through trailers, controlled previews, planned leaks, media events, early access to review code, and “game journalists” who deliver PR straight from the horse’s mouth without scrutiny, publishers fuel the hype machine which sets the tone for the initial 4 months of a game’s release. The anticipation builds a near impenetrable wall of positive assumption of a games quality pre-release, which the majority of game reviewers do little to challenge. They either get caught up in it or just can’t overcome it individually—given their audience comes into a review expecting their opinions, shaped by the marketing, to be validated. This system, prolonged by DLC, traps players in a self-fulfilling cycle of purchases, which ensures continual cash flow for publishers. To discuss a game well past irrelevancy, like Wario Land 4, is therefore an act of rebellion, a move to show players an alternative to drip-fed corporate capitalism.

Freedom Vs Control

Freedom is an impenetrable beast. The positive associations of the word and the dominance of the American ideology, which ensures that said associations are always upheld, make it hard for someone to vouch for authorial control, but that’s what I’d like to do today. Freedom—as in absolute freedom, the kind that this heading is most concerned with—is destructive. You give too much freedom to a society and people will eat and rape each other. You give too much freedom to the markets and the financial institutions will rob the people of democracy. You give too much freedom to a player and they’ll choose the path of least resistance, thereby bypassing the education needed to develop their mastery of the game. Whether it be an open world game with a world so large that the designers can’t bend the landscape narrowly enough to ensure the player’s rigorously tested on the game mechanics or a strategy RPG where the player can customise their party to the point that they don’t have to play strategically, freedom can be a corrosive force in game design. Players, like students, need the guidance of a teacher before they can be let loose on their own. The more I think about, the more I believe restricted-to-freer practice is the only way to go when it comes to offering freedom in games. It seems that I haven’t finished with this idea just yet.

Microtransactions: With a Vengence

April 18th, 2013

About 4 years ago, I started a semi-regular series of articles called Microtransactions. In these posts, I’d compile comments that were too long for Twitter, but not long enough to warrant their own article. Given that I’ve built up a few notes over the past 2 years of writing this Wario Land book, and not all of them can amount to their own post, I figure that it’s time for me to resurrect this long-forgotten series.

Cooperatives in the Business Side of the Trigon Theory

As a democratic socialist, I’m big on cooperative enterprises. When the people who make or use the services or products of a business own the business (ie. democratic ownership), instead of working to maximise profit for shareholders, like most current, privately-owned businesses, the company works for its members and the betterment of its services or products. Richard Terrell’s trigon theory of games, which you can read about here or listen about here, assumes that business’s only interest is to maximise profit for shareholders. I’m curious then, if video game companies were owned by their developers or fan base, how would that change the theory. I’d say that it’d significantly weaken the influence that business has over games (as for cooperatives, profit is necessary to survive, but it’s not the core part of their business) while strengthening the art side (as the workers would be freed from the tyranny of concentrated power at the top).

Information as Cultural Capital

About a month ago, my partner asked me to watch an episode of Miranda with her. Miranda is a UK comedy show about a middle-aged lady, Miranda, and her friends running into all sorts of self-deprecating scenarios. I didn’t think much of the show, I don’t care much for TV, but the comedy reminded me of a growing trend that I’ve noticed.

Many of the jokes in Miranda are based on the clique language Miranda and her friends use within their tight-knit circle. In many instances, it’s as though they try to make a “thing” or a “scene” out of nothing, with pop culture associations as their tool of choice. This form of comedy, I feel, is indicative of the nature of information in this current age. Information is no longer something that you know and can learn from, it’s now a fashion, a form of cultural capital. If you know something about something then you have enough capital to pretend to others that you belong to a particular membership group, which can make one appear cultured or sophisticated. It’s kind of like hipster culture, but with words replacing dress.

Social media has certainly made this way of thinking increasingly more prevalent. These networks operate on two foundations: following others (cultural membership/tribalism) and knowledge as capital (short bursts of text being the primary unit of exchange). A lot of what goes on in social media, whether people like it or not, is the use of information to define one’s brand/place their brand amongst brands which are advantageous to them. Knowledge is often used as a commodity. The contents aren’t important. What’s important is what underlying assumptions come from the information. This is exactly what Miranda and friends do when they make up silly catch phrases and nonsense words. What they say isn’t important. What’s important is that what’s said has a certain fashion which creates comical associations.

Star Ocean: Second Evolution – I Choose You, Rena!

April 13th, 2013

Although Star Ocean: Second Evolution‘s narrative is pretty run-of-the-mill, one minor narrative arc did catch me off guard. Early on in the game, Claude (blonde-haired hero archetype) and Rena (blue-haired introvert archetype) run into the seductive Celine (purple-haired extrovert archetype), who shows the duo a treasure map and sends them off to Krosse Cave to track down the reward. After claiming the “ancient text” and defeating a pair of gargoyles, Claude and Rena find Celine waiting for them at the cave’s exit. She asks Claude if she can join the party. Rena expresses her discomfort for the unreserved Celine to Claude, and the player’s left to make a judgement call. Having grown sick of Rena’s pathetic “I’m a shy country girl” act hours ago, I leapt at the opportunity of adding a little verve to the narrative. Rena expressed her discontent, but I wasn’t all that fazed

Later, the crew arrive in Marze and quickly discover that all the children in the town were stolen by a gang of thieves. Our buddying heroes decide to go after the crooks, but Rena, possibly as a result of my earlier decision, split from the group and joined her big-brother friend, Dias. Claude was a bit upset over the matter, given his not-so-secret crush on Rena, but, again, I wasn’t fazed, after all, Celine seemed like a more than adequate replacement for Rena.

She wasn’t.

The difficulty spikes a little in the forrest on the way to the thieves’ hideout, but unlike before, Rena wasn’t there to heal the party out of every bad situation, and Celine could only cast attack magic. I ended up exhausting my stash of healing items and barely making it out the forrest alive, all the while feeling guilty that I’d, quite maliciously, given Rena the cold shoulder. The forrest and its onslaught of thief soldiers did something which up to that point the game’s copious amount of text dialogue failed to do: it gave me a reason to care about Rena. There’s a moral to this story and I’m sure that you’ve figured it out already: the only way to affect the player is through play itself.