I'd like to preface this article by mentioning that I am an absolute hack who knows essentially nothing about video games or any of that. However, I am able to ramble on about the most minute of things with ease; wherein lies the power to confuse the reader to a point where they're just going to accept the fact of their confusion and say: "hey, this article...it's pretty good!"
Of course, I'm just kidding. If I have to trick my readers (...do I even have any?) into enjoying my articles then I'm simply just not that good a writer, or I'm that good at being an asshole. The point is...wait, do I even have one?
Let's point out my credentials; I can spell, I can consult a thesaurus when need be, and I play a veritable shit ton of video games. This qualifies me to write whatever the hell I want about video games, whether it makes sense or not. You might be asking the point of this random bit of passive-aggressiveness, basically what I'm doing is totally dodging the bullet; I'm beating around the bush. I'm eating a bagel adorned with hot sauce, bacon, lettuce, a slice of processed cheese and some mayo. It's my kick start to this day, a day where I may or may not write about video games.
I've got two more games left to write about, for those who are keeping track. I've spent a good deal of time trying to figure out which two games are deserving of the last spots on this list, and I think I've just recently come to a conclusion. To recap, let's see what's already on the list:
Katamari Damacy, The Sims, World of Warcraft, Mother 3, Metal Gear Solid 2, Wii Sports/Resort, Demon's Souls, & the terribly underwritten thoughts behind killer7 (I still apologize for the few shitty paragraphs I even wrote). An eclectic list if I've ever seen one. Probably not what any "professional" reviewer would come up with if he were paid to do what I'm doing for free. I play a damn lot of games too, so it's not like I'm picking names out of a hat. There's an honest to god thought process going on in this empty head I call mine. If I was just making these decisions up as I was going along, I'd have been done a long time ago. If this had been a no effort endeavor, I'd probably had never even started.
That can be said for video games too. Video games need to be a challenge, first and foremost. I'm not saying they all have to be incredibly, frustratingly difficult; games need to be beatable without totally overwhelming the player. Nowadays, the more the industry move towards the accessibility craze, the easier games get. That's not entirely a bad thing, and it's understandable why the developers want to make this happen.
Video games also need to be fun. I read an article today wherein Shigeru Miyamoto claimed that the lower sales generated by Nintendo in 2009 as opposed to 2008 was because of a lack of fun games. Hard to say whether that's entirely true or not because many gamers aren't specifically buying games because they're looking for "fun", oftentimes we are searching for an experience. Something to make us feel and to imagine, to stimulate the creative mind.
My "work" has been stifling as of late. My work, just for the completely uninformed, is not what I'd like to do for the rest of my life. It's nothing more than a job. It's my little way of making the money I need to survive. I'm going back to university soon, hopefully to get on the path I'd like to be on. Maybe someday, in some alternate universe, I'll get paid for doing this. Hey, don't laugh. I'm (50%) serious. At a job where we're only busy if we actually have customers, and not having customers being the norm as of late; god is it ever boring. At this point I'd like to inform you that yes, I am doing nothing but whining at this moment. It's my damned webpage and I'll do as I please.
Through my work and my friendships stemming from it, I've learned that there are a decent amount of folk out there that have ideas. We're talking about video games again, by the way. I'd wager that everyone who has ever played a video game at any time while being over the age of ten has a vision in their head of a "perfect" video game. One they'd play for hours on end because it's exactly what they want. Some people are lucky enough to have these already existing out there. We spend years with this idea trapped inside our head, hoping some day to see it made. At some point, it dawns on us.
We could make this game, if they gave us a shot.
That's touching. I know that every serious gamer would certainly oblige at the drop of a hat to make their dream video game. Some of us, those creative when it comes to writing, would like to do it to tell our story, something unique, a tale that has not yet been spun in the world of games. Here's a question, something I've run across in my travels of various "underground" gaming websites and certainly a thought I've pondered upon: What is the point of a story/narrative in video games?
Is the story there to give us an incentive to play the game? Many roleplaying games seem to fit this mold, we're playing the game to experience the story. Although, when you think about it; does that present the thought that maybe the story is our "reward"? As mentioned, I'm playing through Final Fantasy XIII at the present moment. I'm not interested in the plot a damn bit, that's for sure. It's there simply for me to slog through because I like the game's combat system and I like watching the game move. It's a beautiful thing to see in action; it's when the action slows and the plot comes out that the game reaches its most sub par levels. There are likely people who disagree with me heavily and might be writing out heated emails to send to me.
The narrative in a video game, why is it even there in the first place? The question I'd really like to pose at this point is why must the exposition in video games be told so primarily through the medium of language? Video games have their own language! Since at this point we're running somewhere in the area of long to...shit, where are poor sexual references when you need them? Anyways, I haven't even mentioned anything about the two games that will round out this list yet! I'll get to them. Let's talk for a few minutes about the language of video games I mentioned.
Donkey Kong (the game, not the character) provides one of the first and best examples of narrative in a video game. At the start of the game, we see the titular ape kidnap a female character and climb the girders of the construction site with her, prompting her rescue at the hands of "Jumpman" (who we all know would later go on to become the world famous and now completely tired character Mario). It expressed this all through wordless cutscenes. When Donkey Kong is defeated, he plummets. We see his demise, the final part of the game's story unfolds. The game then, because it's an arcade game, starts over and gets harder and harder.
There is no bullshit in how the game told its story, there are no forty minute cutscenes (hi Metal Gear Solid 4, you delightful trainwreck you. Fuck you.) in which a bunch of characters talk about their feelings or other such garbage while nothing else happens. There is no ancient conspiracy or convoluted schemes. It is plain, simple, and exemplary.
continuing (and finishing) in no particular order
Canabalt (PC & iPhone, 2009, Semi Secret Software)
A video game that you can play with only one button. Sounds too simplistic to mean much or to be so awesome that you just can't get enough of it, huh? You're simple-minded and you should really consider feeling bad about that.
This is a startling return to form for video games. It has only one goal to achieve and that is to be a video game the way they're meant to be. You cannot simply look at Canabalt and dismiss it because it's simplistic. I've grown a bit weary of games that try to do too much and fall short; Canabalt takes the smart approach and does one thing with overwhelming grace.
Canabalt may as well be crack cocaine for the video game enthusiast, to the point where I'm uncertain that it isn't. What's the premise, anyways? Let's go back to the word we've used a bit in this part of the article and talk about Canabalt's narrative.
A wordless story that exists only to convey the objective of the game. Why is our character in Canabalt running ever so vigilantly to the right? We can peek into the background for our first immediate clue; giant something or others are rampaging. They are causing destruction. At this point, anyone is going to get the urge to run the hell away. Our unnamed hero will hop from rooftop to rooftop, dodge falling mechanical engines, step on buildings which will crumble away under his weight, hurl himself through the windows of buildings, all to just keep on running away.
Canabalt is not a game which can be won. Your only real objective is to see how far you can run; your distance is your score. That's likely why the narrative of Canabalt is so thin. Even in Donkey Kong, we had an end to the story. Sure, the game looped and the real goal was to increase your score to as high as you could (PS: congratulations to Hank Chien who scooped up the world record score of Donkey Kong in February), but we saw the end of a "story" when Donkey Kong was bested by Jumpman and falls from his perch. Canabalt, we never see a conclusion outside of the character meeting his end. Perhaps, Canabalt's only "ending" is the one in which we lose the game.
What we control in Canabalt may be the most important maneuver in the history of video games. With the touch of one button, we can make our character jump. We cannot steer him, as we do Mario, and we cannot double jump. The length of our jump is affected directly by the speed at which our character is sprinting at, he gains momentum as long as he touches no objects that litter the path to slow us down. The jump is all we have and we must be knowledgeable enough of it to survive in Canabalt. We must have precise uses of it. Our timing needs to be excellent and oftentimes you will have to make predictions on what's ahead. It is complex while simple because the game surpasses its design. Oh, and did I mention how fucking awesome the music is?
Shadow of the Colossus (2005, PlayStation 2, Team Ico)
The last game on the list. Since its release, it has posed a simple question; can video games be art? As simple as the question itself may be, answering that question takes a lot of thought. At this stage I'm going to offer a rebuttal to the art issue; do video games have to be art?
At the core of things, aren't video games simply a medium different than art? Why be art when you can be your own unique entity? Some video games might be art and some are certainly not. The games that do achieve it were probably never trying to, it just kind of happened. Games should strive to be games, plain and simple. Some games sought to be literature, just as some sought to be art. The point is, again, that video games should just accept it and be video games.
People didn't know how to take to Shadow of the Colossus at first. Its design was unlike anything up to that point. We as the player were granted a huge open world, our only objective being to hunt down and defeat the Colossus which roamed the land. We did this at the advising of a spiritual entity whom spoke in a strange fictional language. Our character, Wander, was searching desperately for a way to bring his beloved back to the realm of the living, so steadfast in his ambition that a task that seemed at its onset insurmountable meant nothing to him. It was no deterrence. He is perhaps one of the greatest characters ever in video games, a man willing to throw it all away and perform actions that seem less than heroic (some of the later Colossus fights paint Wander as being quite in the wrong) all for the life of his loved one.
That's a poignant tale, one that is time tested. Where this game succeeds is that it uses little to tell this narrative, preferring to use subtlety and visual language as much as it utilizes the made up language that the few characters in the game speak.
It is now a few days later, and I'm still writing this. The rain is pounding on my window from the outside, the showers of spring have hit and seek to leave their impression on this town this week. It's just going to keep raining, maybe forever. Honest to god, this is just depressing weather. My body is overcome with lethargy and all I want to do is sleep. My fingers on the keyboard feel as unmotivated as the rest of my being.
I last left the creative process in the middle of talking about Shadow of the Colossus. This article, unlike most of my previous works, is being written entirely in blogspot's built in word editor; as much as I love OpenOffice, sometimes transferring the formatting can be a real bitch, so I'm just trying to keep it as easy for myself as possible.
Whereas Canabalt stripped its mechanics down to the bare basics, giving you only one action under your own power; Shadow of the Colossus is more generous in what it leaves you, but it is still a game that has been streamlined for its own purposes. In this game, we're fighting the most well realized boss fights that I've yet to see.
In a barren world, forbidden for those to step foot upon its grounds; the Colossus reign supreme. Immense monsters appearing to have been born of the earth itself, they are what comes to mind when I hear the words "boss battle". Each one is another part of a beautifully told narrative that will unfold. As you slay them, you'll likely feel a deep regret for downing another creature as majestic as they are, the only beings that can live in this forbidden land, you shall feel like you're robbing the world of its only life.
I felt sad throughout the game, as I do now. Since spring has begun, I've felt rather down. My world has been too familiar lately, like a video looping over and over. I'm finding myself sleeping more, my motivation to work out has seemingly disappeared. My writing has become a bit erratic too, although I'm finally getting around to finishing up this list, which I've had a bunch of fun writing! I can say that much, even with my absolute failure to write about killer7 in a meaningful way (I'm going to apologize for that for quite a while, it seems).
Shadow of the Colossus is perhaps the closest we've come to a game that would be "art", if games needed to be art. It's a tired subject, but it's worth mentioning, I think. Its merits are still that of a video game, as is its goal; Shadow of the Colossus could not be anything other than a game. As I said, it will probably make you pretty sad by the time it wraps up, I know it did to me.
So, what's next for this blog? I'm not sure, at this point. I'm thinking my next project will involve finishing Final Fantasy XIII and writing a big review for it, but that's on a tentative schedule since my pacing in that game could be described as leisurely, at best. We'll see probably in the coming month if this bitch will actually get updated. Until then, I thank you for reading. If you have any questions or comments about this list and its final product, feel free to leave a comment on the site or send me an email at thirtyfiveseconds@gmail.com, oh and my offer for other writers is still standing (I think. It is based on my mood and if you're any good/possess something of the right opinions). Anyways, hopefully I'll be back with a new piece soon. I promise it'll be more pretentious than ever before!