So, if it hasn't been made painfully obvious for you as of yet, it's the year 2010. It has been said year for about two and a half boring months (by my experience, perhaps you're having a blast). Now that it's 2010, what do we have to think about? For me, there's largely nothing. However, the past decade was a decade I spent firmly rooted as a player of video games. That's kind of important to me. Now, looking back on that decade, I'm aiming to compile a list of the truly important games of the last ten years.
Before we get going, let's broaden that definition a little bit, regarding what it means when I call a game "important". This is not a measure of quality or of creativity, although it can be. It really depends. For the record, let's be frank in saying that my opinion doesn't mean a whole lot. It certainly doesn't command a lot of leverage, that's for sure. So, for a game to be important, what kind of criteria are we looking for? I'm going to summarize it as basically being a measure of what the game has or can do for the industry, likely by breaking the mold and introducing something fresh. A terrible game can, at times, inspire a plethora of things and change the way we perceive the gaming collective.
Let's not waste a whole lot of time right now (there will likely be plenty of time for those sort of antics later). My plan, right now, is to finish this list in its entirety in about a month's time. The choices are going to be well thought out or completely not thought out at all. It's my list, I'll do as I please. And don't be upset if I left your favorite game off the list. Chances are, I don't feel the same way about it. If I do, that's wonderful! I'm always looking for people with good opinions. Hell, if they're good enough, you could probably contribute to this blog (I'm being 100% serious here! Wanna write about video games? Send me an email (lowepat @ gmail.com) with your interest and perhaps a small sample. Please do not have wonderful labels such as GRAPHICS or SOUND in your review, that's a sign you're trying too hard. Just write. Make sure to be unique, too.).
in NO particular order
Katamari Damacy (PlayStation 2, 2004, Namco)
I've managed to throw more mentions towards this game in previous reviews than was likely necessary. This game gets mentioned a ton by me because I'm absolutely in love with it. Where do we even start?
Katamari Damacy is basically, in a lot of ways, god damned super 3D Pacman. Its goals are obvious and its style of play is simple as could be. Everything about this game has a TON of style, which is where it truly excels. There are detractors who claim that it is "too short, too repetitive", all I really have to say to these people is that they are pretty much stupid. These are the same people who fellate the hell out of the big RPG experiences, in which you do the same thing for about forty hours and watch as the numbers go up so other numbers can go down. Something that long must have a lot of depth, or most definitely has the ability to pretend to have it.
What do we do in Katamari Damacy? It's pretty great to be able to say that never once while playing the game is it necessary to use our imagination. The game is far too busy doing that for us, and for once, it's for the better. Keita Takahashi's influences on the game are, for the most part, visual artists. A notable one is Tadao Ando, a Japanese architect who has designed some absolutely beautiful, perplexing buildings and sites. Go onto your GIS (Google Image Search for the unenlightened half-wits out there) and look up "Rokko Housing" to get a glimpse at some of his designs. Takahashi seems to have a bit of interest in the field as well, he's repeatedly been quoted as wanting to design a children's playground. Katamari Damacy is a playground, that's for sure.
There's not a whole lot going on in Katamari Damacy. Its idea is that your objective in each level (with some slight variations not really worth mentioning) is for your Katamari (a ball with the ability to snag up essentially anything and everything) to reach a certain size. To do this, we roll the ball around. As we hit objects, they may attach to us. Or we might be too small, as of yet, to grab the object and we are deflected. In that instant, we realize the issue and we go roll up more smaller objects. Eventually, we come back to that larger object and absorb it into the mishmash of items that our Katamari has snatched up. We keep going, and hopefully before our limited time has depleted, we are of the right size or bigger.
The fun thing about the game is that there is always this sense of tension, especially in the later levels where the size we're required to get seems out of our reach from the very beginning. You play, rolling up plenty of objects and increasing in size with somewhat of a steady pace, but you're still not that close. You're accessing new areas of the level due to your Katamari's size, but there's just not a lot you seem to picking up. Suddenly, you start gaining huge increases in the radius of the ball, seemingly out of nowhere. You just barely make the grade (maybe with twenty or so seconds to spare). This seems to happen a lot, until you get really good at memorizing a level's layout and knowing the greatest payoff spots for size. In a very matter of fact sense, Katamari Damacy is getting bigger and bigger by the second.
Something that always struck me about the game, something I took the time to remember, is that at any moment you want, you can pause the game and be given a comparison for your size. It is randomized, picking an item out of the hundreds, if not thousands of items in the game and telling you: "Your Katamari is the size of 2434101024 Telephones!". That, right there, is a lot of fucking telephones.
And really, what's more important in life than telephones? Who doesn't have a cellular phone? (I don't =3) Everywhere I go, people are on the phone. It's hard being a social outcast (lol), what with the no phone and all! Maybe that's what growing up is all about, getting a phone that you can never ever have an excuse for not having, and be expected to be in touch with everyone at all times.
Katamari Damacy is a very gutsy game. It is no bullshit, and it's not "style over substance" as I've heard it referenced before. It has the right amount of substance and the right amount of style to act companion to that substance.
The Sims (PC, 2000, Electronic Arts)
Now I'm going to be incredibly forward here and preface the following paragraphs with the fact that I dislike the Sims. Honestly, I never ever got into the craze. Maybe I was too young to understand my sister's fascination in the series, or maybe I was (and still am) too childish to do anything other than kill my "sims" in increasingly complicated ways. Mostly, I just threw three or four of the fuckers into a house, removed the doors, filled it with wooden furniture, and set it ablaze. Not often did I go past that mark on the creativity scale, but the important thing is that I was, for some perverse reason, enjoying myself.
Maybe I'd enjoy the Sims, now. Of course, when a game is successful, especially when it's that successful (who hasn't heard of the Sims, honestly) we will get the sequel treatment. In an effort of businessmen wanting to make more money, to sail more yachts and buy more gorgeous women to accompany them, women who don't care about your bald spot or your doughy physique when you have enough money; the aforementioned decided it was a great idea to make "expansions" to the Sims formula, piece by piece. People bought the expansions without really realizing that they were wasting their precious, hard earned money, and so the people of Maxis and Electronic Arts got richer and richer. This happens in games! Look at Street Fighter II, which had incremental expansions released for what felt like forever, and by the time Street Fighter 3rd Strike came out, everyone still preferred the second game.
What makes me think I might actually have fun with the Sims now? I've come to understand, and like a lot of things I never did previously in the last few years. Thanks to the creation of Coke Zero, I will now drink Coke products quite willingly. I still prefer Pepsi, but I will drink Coke. That is just one of the many inconsequential maturations that I've undergone. The older you get, the more you realize that you are incapable of living an entire life without doing things that you don't want to do. So maybe I can play the Sims now, that's what I tell myself.
Now, you might be thinking at this point that this decision was based primarily on "popularity". You'd be wrong, partially. The game's popularity is an immense point towards why it gets on this list, but I am in no way biased towards the game because of that. I actually had to do some hard thinking to come to this choice! Without the Sims, we might be living in a world where people actually give a damn about their own lives. I'm sure there are plenty of people who do, yeah. Let's analyze that for just a moment.
The Sims is escapism. You play the role of an "overseer" for a character, or perhaps a family of characters. You make all their decisions, what to watch on TV, what kind of things to have in the house, when to take a piss or have a shower. You are the "god" of the world, except that you're able to lose the game. Your characters can become unhappy, sickly, and may wind up dead because their lives are just too damn terrible. You start another family, and decide to theme their house a specific way. There was (probably still is) a bustling mod community for the Sims where people designed custom appearances for objects so as to let you make your "dream house". You give these people everything you want in life, and then you realize:
"OH fuck, I haven't showered in two days. The garbage needs to be taken out. I haven't eaten in probably close to twelve hours, and I'm out of ramen noodles and oven pizza. My job called yesterday and they said if I take another sick day, I'm fired. Hey, Dmitri seems unhappy..."
And you're back to playing the game because you've fallen into that simple trap. The objectives of the Sims, the needs of its characters are so almost identical to that of our own that when we play, we can't escape the game. The Sims probably ruined a life or two here and there, which is scary and a little bit captivating if you're like me.
The notable thing about the Sims, other than ruining the lives of people who were probably running a near autonomous lifestyle anyways, is that the game is not only more fun, but incredibly more rewarding when you cheat. Starting off, you'll notice two things about the game; you don't have near enough money to furnish a house with "good" furniture (a bad bed = bad sleep) and that you don't have enough time to do fucking anything. It's pretty inane how you tell your Sim to go to the bathroom and about an hour later, they accomplish it. No wonder he can never get to work on time, and when he does he's too cranky because he can't sleep! So you put it in a cheat code or two, get a bunch of money, and spend, spend, spend. Get all the best stuff. Make even having a job for the poor character completely extraneous. That's it, you've beat the game. Now, just play.
The Sims is a milestone, really. Nowadays, we see the influences of the simulation genre burgeoning into others, taking up residence on the proverbial doorsteps of video games everywhere. More importantly, it's escapism that works by drawing on real life. Caring for virtual humans is easy, as long as you've an idea how to care for yourself.
World of Warcraft (PC, 2004, Blizzard Entertainment)
This is frankly the choice of this list that I disagree the most with, personally. I've never actually sat down and played this game. I frankly have nil interest in the game.
Yet, it may be the most prominent piece of entertainment that emerged in the last decade, the entire entertainment industry included. So many men and women play this game on a daily basis, around eleven and a half million monthly subscriptions exist at the present time for this game. That's what we in the business (and we outside it too!) call a god damned phenomena.
World of Warcraft is a job. I've never been able to see it as anything else. Millions of individuals, many whom could be doing any number of important things and contributing to society, are spending their time fighting monsters and doing quests so that they can gain levels, get new equipment, and get better. This isn't like a sport, though. All this repetition does is reinforce the fact that these people are paying good money to do the same damn thing, over and over again.
Let's be frank. I've never been exactly what I'd call a social person. I have a lot of little things that bug me, and a lot of people possess these little "things", so naturally I'm not a good people person. The concerns of the players of World of Warcraft are such things as "forming parties" and "finishing quests".
FUCK THAT NOISE.
Honestly. That's depraved. That's saddening. Let's get this into easy terms that we can all understand. When I "form a party", I'm getting together with a group of living, breathing humans. When I "finish a quest", I'm accomplishing something that I enjoy or think will be a means of personal betterment (let's use lifting weights as an example). These terms are as cut and dry as they sound in the actual World of Warcraft universe. Groups of people, who are real people in the sense that behind every character is an actual human player, gather so that they may tackle the dangers of the world and get ever closer to "finishing a quest". It's a novel concept, I'll give it that. What do you get for that quest?
Well, you're certainly going to get some numbers going up. The RPG genre, whether Western, Japanese, or MMO is obsessed with numbers, like some obsessive compulsive mathematician. In an RPG, your goal at the most basic of premises is to make sure your numbers stay up and find ways to make the numbers of your enemy go down. So, naturally; your reward in these games is the same as your goal, and that is to have high numbers regarding your character(s). All this number shit actually makes it look like something really important is going down, and that's where the illusion of depth comes into play.
There's not a whole lot wrong with tricking us, the player, into seeing depth where there is none. World of Warcraft pulls a double whammy, not only is there plenty of depth, there's social interaction (in a sense). This is all incredibly key. To keep people together, Blizzard has designed many parts of the game to be accessible and completable only by groups. These groups will spend hours (no exaggeration) skulking through some dingy shithole of a dungeon, fighting enemies, gaining experience, fighting bigger enemies, gaining more experience...this is what these people do.
Eventually, you might start to think that you should be getting paid for this, instead of paying for it. Hell, we're pretty certain at this point that Blizzard makes enough money to throw a little chump change at the player and not start cutting names off the payroll. Like mentioned, World of Warcraft is a job. It's rearranging the cells of a Microsoft Excel document into the right order. It's making sure the bar graphs on the latest company earnings are big and important, that the spreadsheets will come up in the proper order so as to avoid looking like a complete fool. Remember that day when your boss asked you to come in four hours early, so that you could look through mountains of unorganized paper for something he had in his god damn office desk?
Let's be completely hypothetical here. Let's say that tomorrow, Blizzard had to shut down. With it, the World of Warcraft servers are forced permanently offline. You now have ten million people who have to replace that time with something else. Some of them may move to other games. (sidenote: there are people who play inferior versions of World of Warcraft and the like because they're freeware. they don't feel like paying the money to play the real thing, so they play a cheap knock off instead because they've got to get their fix.) Some of them may focus on their actual job and get promoted. Some of them, because this game meant the world to them (and there are definitely people like this in the world) may go out in the streets and just kill someone. I'm not saying this happens! I reckon though, taking this game away from its die-hard enthusiasts would be like convincing a coke addict to quit cold turkey. There's going to be a lot of mental instability.
People have told me that they made a decision to "quit" this game. That's what I find the most telling. If I'm playing a video game, let's say...let's say I'm playing Super Mario Brothers 3. I'll use this as an example because I love it. I play until I get until about the sixth world and then I happen upon some bad luck and get a game over. I stop playing.
I have not quit Super Mario Brothers 3. I simply don't want to play at this moment. I was having a ton of fun and then I happened to lose. World of Warcraft, you don't lose. You just stop playing, whether it's for ten minutes, three days, two months, or forever. When you stop playing it forever, you have quit. Like leaving a job, you have a sudden realization that you were just doing it because you had to. You needed the money. Or in the case of World of Warcraft, you needed an outlet. You needed something to do with your mounds of free time and your hard earned dollars that felt rewarding. We've already outlined that the rewards are as fake as some supermodel's body (which probably cost more than your car!). So, you've quit World of Warcraft and you lose that sense of accomplishment that you were doing something that felt like it mattered.
The world changed with World of Warcraft, for better or for worse. It could be worse though, it could be Second Life (maybe the worst "video game" ever made).
WINDING DOWN
I'd like to thank you for reading the first part of this article and would also like to assure you that the list will be updated within the next few weeks. As mentioned, there's a decent amount of thought and research being put into this. Alternatively, you can also read this article under the pretense that I'm putting no thought into it and pulling random names out of a hat! You're the reader, I leave the choices up to you.