The C-word

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Gigantor

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Dec 26, 2007
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Not that c-word. Sorry, there was no way I could resist the pun.
Anyway, I guess this would be the fourth part of my planned trilogy on gaming nowadays. There's a Mass Effect review and a Crysis review (of sorts, not really one for reviews in the strictest sense), a rant on linearity in games, and what follows is a kind of logical extension of the linearity rant, this time about consequences in games. Hope you enjoy them- I think I've written all I can for the moment. Sometimes it's just good to tip one's brain over and see what comes out.
Discussion or comments are welcome and appreciated. Just don't expect me to act like anything other than the petulant child I am should I be criticised.
Enjoy...

Press Y (I press Y)
Press X (I press X)
Press B (I press B)
Press B (I press B)
Press X (I press X)
Press Y (Fuck, accidentally pressed X)
Hacking/ computer bypass/car-jacking/shoelace tying FAILED! You are a certifiable retard! Retry?

Modern computer games. What an exciting world we live in! 'You wanna open that door? Gotta press these buttons first. But do it fast, or you'll fail!' Quick Time Events have gone from being a weird little hyperactive child making a fool of itself and jumping around in Shenmue (or Die Hard Arcade, or whichever bugger wants to claim culpability for the bloody things) to being a weird, hyperactive, but utterly relentless and startlingly omnipresent military dictator with an iron hand clamped firmly around the goolies of gaming. Melodramatic? A tad. But consider this, when was the last time you played a game and actually enjoyed a QTE? For myself it would be Shenmue II, and a particularly cool market place brawl with watermelons exploding and men being thrown through tables. It was, I readily admit, quite cool, but cool because of aforementioned watermelon explodage, not because pressing buttons on cue is fun. Perhaps these QTE's, like those of God of War, work because they feature events which could not happen 'in-game- due to control restrictions. We all like a nice, cinematic Hydra slaying, so maybe their just a necessary evil, right?

Mass Effect avoids such drama in it's QTE's. No slaying of space-Hydra's here, but if you're in the mood to survey a mineral deposit (and that's what we play computer games for, isn't it?), a QTE pops up. If your clumsy, flailing digits should cause you to depress the wrong buttons, you fail to survey the mineral. 'Bugger', you may think, 'that's the universe fucked then', until you realise you can simply attempt again. And again. However many times you like. The button order may be changed (Shenmue was decent enough to leave the sequence of buttons the same each time so you could steamroll through on memory/trial and error- if you could take the fun, that is), but, heck, you'll get there in the end, you adorable, inept wanker, you!

What does this add to the overall experience? A distraction at best, at worst a downright obstacle. Approaching a locked futurisitc space door in Mass Effect will lead to a QTE flickering into existence. This time, though, failure means that door stays resolutely locked. You may still be able to coax open the door with an omni-gel bypass (what a gloriously vague notion- 'an omni gel bypass. Do they just take some of this gel and smear it on the lock or what?) But there's always a chance that the door remains, for you at least, unopenable. And this, in pleasingly circuitous fashion, brings me to my main point.

I had a dream recently wherein I could quicksave my life. Should anything go wrong...BANG! Load a quicksave. Hit by a car. BANG! Load that fucker up. Hand bitten off by an angry goldfish? BANG! Press F8 and all will be well. Life, however, offers few such concessions. Get your hand gnawed off by your pet in real life and you'd better get used to being a lot worse at paying the melodion. Life is, essentially, all about consequences. I suppose it's what gives people the thrill from BASE jumping or free-running- the constant awareness that a mistake, a slip of the foot, pressing X instead of Y, if you will, will almost certainly lead to very serious pain or even more serious death. Presumably that's what makes it worth doing, although, slightly podgy and lazy wuss that I am, I shall have to take it on faith. Regardless, if we are to take one word away from this straight-as-an-arrow line of thought (straight as a relief map of the Alps, perhaps), it is this: The C-Word.

Consequence, of course. Let's return to that door in Mass Effect which we so cack-handedly fudged the opening of. Should we shrug philosophically and move on, never to know what treasures lie beyond? Take it as a lesson, not rush these things, lest precious loot go unlooted?

Nah.

We just load a quicksave, do it again. We'd load up a quicksave if we failed a boss fight, surely? Such fallacious and fuckedy-uppity logic can only lead us to conclude that opening a door is, in itself, a boss fight all of it's own. I envisage a future where selecting 'New Game' from the menu will trigger a QTE of it's own- a 230 button marathon sequence demanding pico-second timing. If you fail the disc will eject itself from your CD drive and burst into a hail of shrapnel, punishing you for your knob-ended incompetence. That'd be nice. There's just something so digital about the whole set-up: you succeed or you fail, no happy middle ground. But since there's no reason to accept or live with any failure, the whole exercise becomes...well, a bit useless.

And so the twisty-turny logic of this argument leads to one conclusion. We are often presented with circumstances in modern games which may result in the failure of our characters- either failure to open a door or failure to continue breathing having been shot in the spine. Clearly, the aim of most players is to avoid such failure (unless it's watching Leon Kennedy get his floppy blond head chainsawed off for the 36th time). However, failure, when it does occur, should have consequences, or it means nothing. To be able to just load up a save and try again takes away any semblance of an 'edge'. Nothing is being risked, so nothing can really be gained. I suppose what it really comes down to is how far are you willing to role-play your character? Should you accept failure, if only to inject things with a bit of zing? I would in no way advocate that the Fire Emblem school of game design makes for a particularly fun experience (i.e. when a character dies, they are dead and they stay dead- no resurrection crystals, no Phoenix Downs, just the cold embrace of eternity) because really it just causes problems. If your favourite character dies in a battle, BUT you have saved before the battle, which of us can say we would not load up the save and be a bit more cautious this time, paying particular attention to whatever proved so very terminal last time?

I remember, back in my Elder Scrolls days, trawling the forums and always being intrigued by true role-players. If the character dies, he's dead, dude. Maybe a quick memorial service, a few tears shed, but that save cannot be used again. I'm not sure if that's admirable dedication to your art or just plain old insanity, like filling your condoms with sand and bits of broken glasses before use because you find it a bit too... comfortable if you don't. Why spite yourself when there's so many people in the world willing to do it for you? Imagine grinding up to level 60, only to fall off a cliff or be eaten by a mutant rat. I'd just think 'ah fuck it, that one didn't count' and tread more carefully around cliffs in the future. The point is, it's the ultimate manifestation of consequence, and undoubtedly makes death something to be feared. But, like QTE's, is it any fun?

And yet. And yet...something about consequence makes me uncomfortable. Let's have a real life scenario:
-One is being chased down a corridor by a T-Rex (maybe not entirely real-life, then...). He gains on you by the second; you round a corner, and the corridor splits into two. You frantically peer down each, keenly aware of the sharpness of the teeth rapidly approaching. You choose the left one on a desperate whim. You pelt down it, through a door, and out, into freedom, precious sunlight, salvation!
Let's transplant that into computer game land:
-One is being chased down a corridor by a T-Rex. Rocks and logs litter the floor, occasionally requiring that you press X or Y to leap over them. Every now and then you must press left or right to sidestep his snapping jaws. The corridor splits in two! Only seconds to choose!
You pause and have a look at the map.
A quick yawn.
Back into the action! You head left, sprint down the QTE laced corridor, and make your escape. Daylight floods your vision- how did we cope before we had HDR lighting to show us what it's like when that happened? Question time: are you glad to have survived? I guess, it's always nice not being devoured by things. But what you're really thinking is 'I wonder what was down that other corridor? Maybe I should reload and have a look.' You try the door you've just come out of, hoping you can maybe sneak back in and have a gander at the other route. And that, fully aware of the angry beastie with a weight measured in tonnes (never a good sign when picking an opponent) which awaits within...I mean, that's just plain steee-ooooh-pid.

Perhaps it all boils down to a certain desire, to want to be controlled when playing games. We want to know that what we're doing is the 'right' thing. Free-form and non-linear narratives deprive us of these assurances, but ruddy QTE events deprive us of any control beyond stabbing at buttons as they flash up on screen. What's the solution? Honestly, I'll be fucked if I know. But I know this- next time a QTE flashes up I'm going to do my best to keep pressing all the wrong buttons until it just gives up and lets me past anyway, hoping some kindly programmer has foreseen the multifarious difficulties faced by a person who has lost a hand to an unusually disgruntled fish.
 

GloatingSwine

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Nov 10, 2007
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So, I can fully expect your next and all subsequent posts to be about Dwarf Fortress, where failure is inevitable, permanent, and almost always your own fault for not forseeing precisely when you were going to strike magma and incinerate all your dwarves. (Also, usually, hilarious)

Roguelikes are the only game with a real failure penalty any more. Everything else has saves.

(also, no QTEs in Dwarf Fortress.)
 

AnGeL.SLayer

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Oct 8, 2007
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lol Highly amusing. and yes, it IS always nice not being devoured by things. Imagen that. Though with zombies it is fun from time to time. ^_^
 
Nov 15, 2007
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I hates QTEs. They are a step backwards in gaming, and I feel like I might as well go back to playing Dragon's Lair on laserdisc.
 

tiredinnuendo

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Jan 2, 2008
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First off, I wanted to say that I highly enjoy your articles.

Secondly, QTEs can be okay, but for me it mostly depends on forgiveness level. Spiderman 3 (I bought it used for ten dollars so I could play with webswinging..... stop laughing!) had some of the most frustrating QTE sequences ever, especially when you played as Harry. You had less than a full second to understand what you had to push and any button on the controller was fair game.

Compare that to Conan, which was a fairly vapid game, but fun in a really primal way. The QTEs were effectively (usually) the "finishing moves" on bosses. They were almost always *really* gorey. You had a few seconds to do them and only the four main buttons were fair game. I fought this one guy who, once defeated, got his head slammed repeatedly into his own spiked hammer until it was just so much goo courtesy of yours truely, and since each "slam" was accomplished by me pushing "Y" or whatever, I felt the better for it.

So QTEs can be okay for me, but only if they're fairly easy and are accompanied by some really good eye candy. Otherwise I'd rather just have the cinematic.

- J
 

Jack Spencer Jr

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Dec 15, 2007
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Gigantor said:
Perhaps it all boils down to a certain desire, to want to be controlled when playing games. We want to know that what we're doing is the 'right' thing. Free-form and non-linear narratives deprive us of these assurances, but ruddy QTE events deprive us of any control beyond stabbing at buttons as they flash up on screen. What's the solution? Honestly, I'll be fucked if I know.
I,... do not agree with this conclusion. In the case of a locked door, just to use the arbitrary example, failure means the game cannot move forward. It's a task to complete to be rewarded with more of the game. failure means you're stuck here, outside this door, until you eventually manage to open it.

I think it has less to do with consequences and more to do with linearity in most cases. Perhaps if things happened besides just failure, then we could have something. You attempt to open the door and fail, now the alarm sounds, so you must hightail it out of there and hide. The consequences for failure in most games is simply to try again until you get it right. That's it. That's all. You have to keep fighting that stupid boss until you kill him. No, you can't just go to the next level. What are you? Crazy?

I think the "Game Over" screen is something that should quietly fade into that good night. We really don't need it anymore, save for when you eventually beat the game.

We quicksave because it's a convenience, really. Who really wants to replay an entire level over again because some lucky pip managed to gack you shortly before the boss fight? Hell, who wants to replay an entire game when you get gacked and were all out of "mans" about two-thirds of the way in?

There is a lot of talk about nonlinearity in games, but I don't think we're there yet. There is still a very linear story most of the time. Go from point A to point B and accomplish task X. What would be nice is some truly branching storylines, and maybe not have it be so bloody obvious all the time that there is a definite "right" way to do everything, and thus encourage quicksave do-overs. but, maybe that's still beyond what is possible just yet.
 

InsanityManifest

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Nov 14, 2007
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Anyone remember "lives"? You know, you died and started back at the beginning of the level in the hopes of not screwing up again?

A Game idea:
You play a secret agent operating in a foreign country. Your overall mission demands secrecy, with each small mission revealing more plot and laying the foundation for future missions (meet up with a shady contact on a bridge for intel and equipment you'll be using in another stage, with a high probability of being betrayed/having your cover blown OR raid a local police station for the equipment you need, and have your face on those sketch wanted posters all over town if you are seen during the raid ). If you mess up your embassy can smooth things over with local officials, but not for long. Screw up too much and the entire mission is scrapped (gameover, back to the beginning).

Is this the kind of gaming you would like to see?
 

Anarchemitis

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Dec 23, 2007
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The only RPG I play [KoTOR] is enough for me to not care about getting others. A linear story lines, puzzles and attacks indicated by numbers and *shudder* 'experience points' are all some of the things I dislike the most out of games. I assume this analysis leads me to why I like SM Railroads and SW Battlefront so much.