little things

Fictionless - May 11th, 2006

OK, where do I start… This chain of thought began on a thread on a discussion forum I set up for some role playing friends (by the way, feel free to join in if you want to play RPGs or geeky board games and you’re in London). Someone mentioned cheating in Choose Your Own Adventure books and I’d been thinking about cheating in games for a while, when exploiting the rules becomes cheating and stuff, anyway I wrote a big long post that was going nowhere so I kind of internalised it and it’s been stewing and I still don’t have any kind of resolution so I thought I just write a load of stuff down and see if anyone has anything to add.

With video games after you’ve been playing a while the graphics and the fiction of the game world kind of drops away and you’re just playing with the rule set. Think of Street Fighter and how totally abstracted game play becomes from the figures on the screen, when you’re totally involved it’s like high speed chess the interface between you and the computer disappears and the game is just like a mediation between the minds of the players. The same sort of thing happens in single player games, with 2d shootemups the dizzying psychedelic fireworks fade and your mind starts dealing exclusively in vectors of attack and avoidance (my favourite examples of the genre are the ones where this kind of mathematical almost puzzle game like underpinning is brought to the fore eg. bangai-oh, god that game is a thing of beauty). Another example would be in Resident Evil 4 once you’ve completed the main story you unlock this fictionless version of the game where you just run around and shoot stuff for ever against a brutal time limit, pushing it back with the body count, the crowd control mechanic is brought to the fore and your interacting with the game at a much higher frequency than at any time during the main narrative part of the title. Once a game crosses this line from fictional world to mental exercise it seems to me that exploiting the rule set is no longer cheating but is actually what the game is all about. At this point you are, in a way, playing against the game designer rather than the your characters fictional adversaries.


The best piece of player toy removal ever!

Some video games never cross this line, in Ico it never feels right to run everywhere even though it would speed your progress in the game, the fiction demands that you walk around, slowly exploring the architecture of your Borges-ian prison.

Some deal with it very well. Trauma centre switches brilliantly between high melodrama story exposition - the pro-euthenasia doctors sister is being torn apart by parasites OMG! Tough moral decisions are thrashed out without being brushed over and then bang you’re operating and it’s one of the most high tension gaming experiences I’ve ever had on a purely mechanical level, which is how it should be, as a surgeon you have to leave your emotions at the operating room door.

In pen and paper RPGs this kind of rule manipulation (minimaxing if you want to get game theoretical about it) is never really going to be acceptable,it’ll always feel like cheating unless it’s going to be constrained to portions of the game where a character’s mechanical training takes over warriors in combat (this is how soldiers are trained in real life isn’t it? They make following orders and killing a mechanical act), healers in healing etc. Dogs in the Vineyard handles this brilliantly, by assigning vague traits rather than concrete stats and focusing on the relationship/moral decision side of things, the bit that video games don’t do very well at all. For me any kind of game that relies to heavily on simulating mechanical skills over exploring and collaborating on imaginary situations is likely to be an inferior experience to something like Disgaea which has a far and more nuanced combat and reward system than anything someone’s going to be able to work out in their head or from lookup tables.

OK, running out of steam now but finally, I went to see Mission: Impossible 3 (that colon placement always annoys me) the other day and it’s like a fictionless action film, it works well but it’s on a purely mechanical level, Tom Cruise isn’t a human being he’s an action figure, moving from one plot point to the next, the mechanics are absolutely spot on and the tension is dryly ratcheted up throughout. The weird thing about the film is that there are a couple of moments where you feel the film cheats, it’s exploiting the rule set for maximum mechanical impact whilst battering the fiction. Never mind all the video game adaptations that I’ve seen, this is the first film I’ve seen that actually felt like a video game (the recent Star Wars films had moments of this esp. Ep. 3 but the overriding feeling was of advertising rather than a game). Interestingly the new M:I film is directed by the guy who does Lost which is another example of shameless mechanical exploitation. (see also : Adaptation esp. the final act for good commentary on action film mechanics)

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You tube, but better - May 8th, 2006

Seriously

Actually that’s just an interface, the site itself is guba and it’s a searchable usenet archive. It’s easy to forget that the Web != the Internet.

(you’re really lucky this wasn’t an excruciatingly long and boring rant complaining about the rapidly expanding Subway chain of ‘fast’ ‘food’ outlets, it so nearly was)

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Slither - May 4th, 2006

… or SLiTHER if we’re obeying the arbitrary typographical conventions of the films branding.

Anyway, saw it last night. Basically slugs from outer space get in through peoples mouths, attach to their brains and make them eat loads of rotting meat (and fresh meat actually, you know, whatever’s going to be more gross at the time) causing them get really big and explode in a shower of new slugs. It’s a solid genre movie, the genre being 70s/80s style body horror, think early Cronenberg and Brian Yuzna and people. It’s not particularly hardcore or nasty or anything but there’s some pretty icky blood and guts, predictably the rubber bits work best, the CG bits not so much. Tone-wise it’s more like the second action horror half on the Dawn of the Dead remake than the creepy/dark first half (same director by the way). Also it’s pretty funny in places, not like Evil Dead or Brain Dead though.

Anyway, the whole thing feels lovely and comfortable, I don’t know if it makes sense but I was thinking of it like a VHS film. The kind of thing you enjoy watching on grainy old video (sun bleached airbrush art cover) on a crap tele with the sun on the edge of the screen along with a batch of other B movies culled from the shelves of your local non Blockbuster video store during the summer holliday when you should really be outside being healthy and socialising and stuff. So all the sun at the moment and the fact that I’m not in work ’till this evening made me highly disposed to like this film I think on a kind of nostalgia level. And I did.

Note worthy: The film stars the dad from Mall Rats as the main bad guy and the captain from Serenity as the main good guy. Good casting!

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2 interesting things and a new web design trend - May 3rd, 2006

First up the stupidly named Sabifoo. It converts IM messages to an RSS feed which is sort of useful, and the exact oppositie of what I want. what I want is something that spits out the contents of an RSS feed to my IM client (MSN, Google Talk, whatever) as the feed is updated, you know for things like cricket commentary. I would use the stupidly named feed43 to rip the Guardian or BBC over by over to an RSS feed which I would then feed to my IM client.

Second up Inform v7 is launched. Inform allows you to create text adventures (or interactive fiction if you insist) in the Infocom style. The exciting thing about version 7 is that it allows these adventures to be written in natural language i.e. not computer code, so you can say things like The cargo trunk is an openable container. and this will be understood by the computer and will give certain properites to the notional trunk object. I’m totally into programing languages getting easier for the layman to use and this is one of the best examples I’ve seen, a far cry from the ugly, counterintuitive Lingo that used to come with Director set the puppet of the sprite mysprite to be true* indeed.

Anyway, the web design trend is that the web sites for both these pieces of software and quite a few more I’ve seen over the last few weeks have the distinctive look of sites made in Apples iWeb application. It’s quite a web 2.0 look but not over designed or over glossed like so much of the stuff were seeing at the moment. I really like it, though in common with many WYSIWYG editors the code produced isn’t pretty. As this guy says though, what’s good for programmers isn’t necessarily good for viewers/readers (though text rendered as a graphic is probably taking it a bit too far unless you’re tvgohome) or amateur producers**. I think this is the same idea that informs the aforementioned Inform’s natural language programing tools, both are for people who want to create without the hassle of having to gain a whole load of arcane knowledge to do so.


*I just made this up, but it’s not far from the truth.
**Actually I have quite a lot to say about this so called ‘amateurisation’ but a lot of it’s fairly boring stuff about the shifting definition of amateur and the advent of super publics which is probably left to when I’m drunk or the comments section or something.

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Exciting Cartoon News - May 2nd, 2006

Astro Boy is being shown on BBC 2 in the mornings (7:10)

Also, I saw a guy on the tube today with a T-shirt that said “Crack Whore” on it and featured the silhouette of a naked woman sort of squatting. When did crack whores become cool? He also had a stupid hat, a technics record bag and small evil eyes.

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