Compelling or entertaining – does it matter?

Posted in Random Thoughts on May 15, 2015 by The Iron Dagger

You feel driven to complete the level, get the achievement, do the thing. You do not actually like the game (anymore?), but it appeals to your brain chemistry in a way that keeps you going, keeps you coming back.

– Zubon, Compelling But Not Entertaining (Kill Ten Rats)

In under 300 words, Kill Ten Rats’s Zubon gave life (beautifully, as usual) to some of my own thoughts on the state of today’s gamers. While he talked about games in the social media sphere, I can relate to his words in others – especially in a ‘snack culture’ where bite-sized content has transcended ‘time-pressed alternative’ to become ‘always-preferred choice’.

It’s a variation of the tired old Pavlovian argument, and it’s bothered me for a long time. I’ve heard the counter-arguments. But attention span, everybody’s favorite scapegoat (“Millennials suck!” and all that), does not seem to add up. When sprawling content-fests like Dragon Age: Inquisition and the Witcher games turn up, people do play them, and milk the daylights out of them.

Addiction to winning? Nope. I’ve known bottom feeders in Dota 2 to log night after night, not for friends, or to up their ante, but just to get their posteriors walloped. Masochism then?

I have no answer (yet). Not even a theory. Just a thought – what is ‘entertaining’, anyway, but a subjective? When I was cooking up my custom Ranger squad in Wasteland 2, I got kicks out of filling in little biographies for each member, following the style of the default Rangers’ ones. Nobody but me would ever see them. But writing them, the process of it, that was entertaining. How many others would call it a waste of time and a dork move?

Similarly, many gamers these days don’t split hairs. Perhaps, to many of them, ‘compelling’ is fun. Perhaps, they don’t need to care about the hill to fight to its top – the fighting is everything.

And more’s the pity, because the day that becomes the norm may be a dark one for games as art!

The wasted potential of Defiance’s transmedia contests

Posted in Opinions on May 13, 2015 by The Iron Dagger

With Season 3 of Syfy’s Defiance only a month away, I find myself thinking back to Season 1’s ‘Play the Game, Join the Show’ contest – which took place way before I even discovered the show or its tie-in MMO.

Seeing their character written into canon must be a dream come true for a lot of MMO roleplayers. There probably aren’t that many RP-inclined ark hunters on Trion’s Defiance servers, but I’ll bet those that were there sat up and took notice when the contest was announced.

The premise was simple enough: win the contest and your character would land an on-screen role in Season 2. It was a fantastic shot at rewarding the playerbase, and with something far more exclusive and prestigious than any in-game shiny.

Of course, I never stood a chance myself – Defiance contests are open only to U.S citizens. But the idea of a player-centric game/show crossover, that went beyond the ephemeral 5-second cameo of the previous one, excited the roleplayer in me. So I followed Season 2 with bated breath, waiting to see what Trion and Syfy would do with the opportunity they had.

I don’t know what the winner themselves thought – and, in fact, I don’t detect any buzz around the topic at all – but as a viewer, all I saw was wasted potential.

1. Your character, or your character’s name?

In the first place, it wasn’t the winning character joining the show. It was a background character bearing her name – hardly the same, especially to a roleplayer.

The contest’s in-game grind (more on this below) was only the beginning. It was Trion’s elimination round, meant to weed out all but 10 – who were then presented for public voting with backstories penned by Trion staff.

And that wasn’t even the end, because the highest-voted 5 were then subjected to hand-picking by the Defiance showrunner himself.

The whole thing was one big ‘judge’s choice’ scenario, gated by a popularity contest where you had no way to better your chances – since the backstory tagged to your character wasn’t even your own. And to even earn your way into that cheapest of contest formats, you had to commit to weeks of grinding. Which brings me to…

2. Qualifying by quantity, not quality

To even make it to the public vote, players had to be one of 10 to “complete the most Major Arkfalls within the contest period”. For those who haven’t played Defiance, that means burning rubber all over the game world, chasing down random encounters, and jostling with dozens of other players to repeat them to the power of a big, fat n.

The problem with such a criterion should be immediately obvious – the folks with the most time to play, win. It instantly puts anybody with a full-time job in the dust, and how much of the gaming population is that?

Maybe this was intentional, a demographic-driven choice. But grinding as a qualifier seems little better than using length of service to measure an employee’s worth to a business. It proves only one thing: who played more. Not who loved the Defiance franchise more, or spent more on it, or had more to contribute to it. Simply who clocked more time clearing arkfalls in a stipulated few weeks.

But all this, I might still have overlooked – had Syfy done something good with the winner. Only they didn’t.

3. The most badass… bit part ever

When Alethea, the lucky winner, failed to appear after more than half the season, I began to think Syfy was saving her for an epic reveal close to the finale. After all, speculation was rife that she was to be the ‘canonical’ ark hunter, the one every Defiance player was playing, which meant a tantalizing wealth of crossover potential with the show’s leads.

How mistaken I was.

When she did turn up, it was a cameo, and one with no reference at all to either her in-game counterpart, or the legendary badass of Trion’s backstory. In fact, to anyone who didn’t know of the contest that put her there, she was just another bit part with a name and a line of dialogue.

This one move trivialized the contest and all its proceedings. After all the time sunk into grinding, the life breathed into players’ creations with those (admittedly well-written) backstories, and the year-long wait for Season 2 – just this?

The law of low-hanging fruit at work. ‘Join the show’ in its most literal meaning. Joining not as a supporting cast figure with a fleshed-out role, or even as an unseen plot element. Just as a throwaway reference “hey, there I am! Okay, show’s over.” Little better than the result of the last contest, which put its winner’s face on a wanted poster gliding past the camera.

Of course, many would argue that Defiance’s runners have their own vision for the show, and giving attention to ‘fan fiction’ characters does not compute. But that’s just it: the Alethea on screen is not the Alethea from the servers! From the moment she appeared in the voting gallery, she was no longer her player’s creation. So what’s wrong with putting slightly more meat on a character that’s already the producers’, in all but name?

It remains to be seen if the playerbase’s representative gets any kind of love in Season 3. If not if this is the limit of Defiance’s vaunted transmedia initiative then more’s the pity. The vision of realizing the full potential of game-to-show crossovers will have to be somebody else’s to fulfill.

I for one would hesitate to invest in any such contest that not only denies me any sort of creative input regarding my character, but uses him or her as a one-liner extra!

Roleplaying or playing roles?

Posted in Random Thoughts on May 11, 2015 by The Iron Dagger

Someday, I want to see a poll of the world’s comic book gamers, with just two options: ‘I like playing as Batman’ and ‘I like playing an original, badass ally of the Bat’.

But nobody’s done that, and settling the vote by existing titles’ popularity is flawed – pitting option 1’s 800-pound Arkham gorilla against option 2’s washed-out hunter, DC Universe Online, is a joke.

Yet I passed on games like X-Men Legends and Marvel Heroes. Because those only let you step into existing heroes’ spandex, not design your own (hero, not spandex). Just as I passed on any Lord of the Rings title where you only control canon characters (didn’t hurt that most of them sucked).

I’m a card-carrying voter for option 2, because wearing the skin of a familiar figure just makes me feel strange.

Take Batman: the living, breathing standard of unattainable badassery to all wannabe DC vigilantes. Which angle has the richer potential for a game plot – living the Batman Always Wins meme, or being one of the aforementioned wannabes, rising from alley-rolling amateur to stand with the Bat Family?

Give players ownership of their avatars, in a setting that makes full use of this personalization, and you get a closer approximation of ‘roleplaying’. Not merely ‘playing a role’, which is what you’re doing in the Arkham games.

That being said, honorable mentions must go to rare titles that make you ‘play roles’, yet leave sufficient wiggle room that you still feel the ownership. Like Deus Ex, and the Mass Effect trilogy. I’m sure a lot of folks got pretty attached to their JCs and Shepards, and so did I – even though they’re essentially those games’ Batmen.

So no, I’m not wailing on games where you don’t get to cook up your own avatar. I’m not saying that’s what makes a game great – look at any Elder Scrolls entry, and then any B-grade RPG with a 1-hour chargen sequence, and tell me if there’s any sport in comparing the two.

All I’m saying is, it’d be nice to have a game experience where you decide the protagonist, canon figures take center stage, and player-centric content (like origin stories) is procedurally generated a la Shadow of Mordor’s Nemesis or Skyrim’s Radiant systems. And make this single-player. Because online worlds are like bananas in the refrigerator – sooner or later, something makes them go bad.

On ‘hardcore’ fans

Posted in Random Thoughts on May 9, 2015 by The Iron Dagger

I keep seeing the word hardcore thrown around.

Not the Diablo character mode. And not what Infinity Ward’s Mark Rubin called it.

Hardcore as in, diehard loyal. To a media franchise – games, comics, movies.

There’s usually disapproval, or pride, behind it. Like elitist or old guard. Like an attitude that’s, intrinsically, more negative than positive.

But what exactly is it?

As in “this entry in the series is so bad, only hardcore fans would appreciate it”.

I call that loyalty. A willingness to overlook even glaring flaws because the sum means much more than the parts.

And “these fans are so hardcore, they refuse to accept what this entry did to their beloved series”?

That’s perfectionism. An unwillingness to overlook even small flaws because the parts, after all, are the sum.

Speaking of Diablo, many gamers will remember Diablo III’s launch. The WWII to the Diablo fanbase’s Korea. The polarising into South and North camps of ‘still good’ and ‘epic fail’.

Loyalty? Or perfectionism? Does it matter?

I’m a paying subscriber to a media franchise. I don’t just want a good game. I want a worthy successor. That I care enough to be hardcore is not nitpicking – it’s concern.

Besides, perfectionism is a kind of loyalty too – loyalty to standards. Which is becoming more important these days, with mass commercial appeal being the watchword, and growing dissonance between the standards we set for the games we buy and the standards the people behind those games set for themselves. (BioWare proved that, quite adequately, with Dragon Age 2.)

Do you care enough about a series to support a new entry that carries on its lineage within reason?

Or do you care enough about the series’ standards to denounce that entry’s failings?

Either way, you care about something. Does that make you hardcore?

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