Immersion and The Breaking Of It

[This post was originally published on Plus10Damage December 19, 2012.]

Screenshot by Flickr user: brava_67

I began a ritual last Halloween.  No, not the Satanic kind.  The kind where I annex myself to my room, close the door, and shut off the lights.  I sat atop my bed, my laptop placed strategically on my lap, so as to occupy as large a percentage of my vision as possible.  The donning of my Grado SR-80i headphones completed The Preparations.  Well, not quite.  There was yet one integral element:  I had to open Steam, select Amnesia, and press “play.”

And for what?  Why take extra effort to frighten myself?  Why go to all this trouble, if I’m just going to end up breathing heavily and closing the game in a couple hours?  Why do I keep pushing back in, if I know my mind will be unable to withstand the isolation and subsequent terror?  Condemned, Amnesia, Dead Space, Anna, Silent Hill, Fatal Frame, F.E.A.R., Alan Wake, and even parts of Bioshock have played a role in this strange ongoing quest to torture myself.

Why?

WHY?

I cannot deny the appeal of thrills, at least to the extent that dangerous experiences give me some sort of rush.  Any game — no, any thing — that makes me excited is usually something I will engage.  But beyond the artificial, amusement-park-like “I might die at any moment, but actually I’m safer than driving in most cars” sort of feeling, there lies the comfort-transcending appeal of horror gaming:  immersion.

By genre definition, a horror game is meant to terrify or inspire “horror.”  This is accomplished by tricking the mind — much like in film — that something completely and obviously made-up is actually happening.  AND TO YOU.

This is immersion, and horror games have it.  They have to have it, or they fail.  Emphasis on atmosphere and psychological play are two of the most important elements to consider when creating the scarytimes.  Atmosphere pulls you in, and the way you interact with the atmosphere — the gameplay — has to be fine-tuned not for ultimate fun, but tension and fear.  I hate to say that it’s “more of an art,” mostly because I’m afraid I haven’t given such a broad statement nearly enough forethought, so I’ll stick with something simpler.

In my experience, horror games are consistently the most immersive.

Screenshot by Flickr User: FAN THE FIRE Magazine

That.  That is why I keep coming back to them.  That is why I perform tedious preparations — I actually lit candles once while playing F.E.A.R., so as to create further shadowplay — in order to fully enjoy the pants-peeing.  Horror games demand the most intense immersion from a player in order to be successful, and work hard to establish such an atmosphere.

There exists one problem in every tension-and-then-scare-you-to-death-fest I’ve ever encountered:

The immersion break.  

Death, specifically.  In horror games, death is the worst.  Let’s use Amnesia again to exemplify this concept, since it was while playing Frictional’s terrifying masterpiece that I wrapped my mind around this truth.

The water level.  Without spoiling much — if anything — there’s an invisible beastie capable of awful noises and splooshy steps coming after you.  But only when you’re in the water.  It’s terrifying, because every trip to the next platform is a tense race against the filthy aberration that constantly pants and sniffs in its search for your delicious meat-body.  In the moment, I was terrified of nothing more than ghostmonsterguy getting me from behind, and doing hell-knows-what to my poor, should-have-tried-harder-in-gym-class corpse.  In fact, it made my heart race literally more in sheer terror than anything ever has in any game.

It is nuts.  I hate it.  My nerves hate it.

But then the guy gets me, an interface pops up and basically screams “you’re in a game sucka,” and I have to try again.  All of a sudden, the creature that induced sheer terror has transformed an obstacle that I must outwit.  It’s still tense, sure.  But my brain has remembered something very important, something that — in the rush of immersion — it forgot.

It remembered that it was playing a video game.

Screenshot by Flickr User: Averyanov Ilya
 

While horror games are the industry’s champions in terms of immersion, that immersion is often fragile and, when destroyed, leaves a shell of an experience.  Without narrative to propel a horror trip that has no immersion factor — the F.E.A.R. sequels — the game falls pretty flat.  I want to have some great idea about fixing this from a developmental standpoint, but removing actual character death / failure seems almost impossible.  In fact, it’s that impending death that propels such terror in the first place.  Perhaps we lovers of the frightening will just have to deal with the fact that, after all, we’re playing stories.  And those stories are always going to have limitations.

But hey.  Come Halloween, I’m going to try to mentally transcend those limitations.

And maybe poop myself.

[This post was originally published on Plus10Damage December 19, 2012.]

They Always Respawn

Image by Flickr user: freshyill
Image by Flickr user: freshyill

As someone who grew up playing video games, I often take for granted just how many tropes have become commonplace to me.  Recently, I was watching my wife’s first play-through of Aladdin on the Super Nintendo.  While she was playing, Laura became quite upset at the idea that enemies were respawning the moment she wandered off-screen.  “It makes no sense!  When I kill them, they should stay dead!”

Initially, I tried to explain to Laura that traditionally, enemies respawn��once out-of-sight; that’s just how things work.  I gave her examples of older games and how often this system of enemy placement occurred.  But the longer I tried to justify this idea, the more I realized that my better half was right.  It does not make any sort of sense that an obstacle, once removed, would immediately return upon looking away from it.  Respawning enemies may provide the player with a greater challenge, but this dated idea can break the game narrative and frustrate a newcomer away from gaming completely.

For so many years, I had grown to accept that enemies would reappear the moment I moved backward or forward in a game.  This is not surprising, since most of my earliest experiences with video games were the side-scrolling titles on the Nintendo Entertainment System.  When Mario tottered too far left or right in his flagship adventure, a fresh Goomba or Koopa Troopa would appear where he had previously defeated one.  Somewhere in my young mind, I must have rationalized that since Bowser did have an entire horde of minions at his disposal, it only makes sense that new enemies would appear where old foes had fallen.

An interesting side-effect of these respawning enemies was the player often had the option to avoid combat completely as he/she journeyed across the screen.  In Mega Man 2, my brother and I would use the temporary invincibility of taking damage (another odd gaming trope) to bypass whole swaths of obstacles.  Part of learning these older games was figuring out when discretion was the better part of valor.  Once you determined that enemies were going to keep on reappearing no matter how often you defeated them, the new goal of a game became passing through an area as quickly as possible.

As time passed, and games required more time, staff, and piles of money to produce, the idea that a player would avoid battles to progress in a game became an issue to the industry.  Additionally, worlds were being built in glorious three-dimensions, so the player had even more space to avoid combat and race to the finish.  When so much effort had been put into the character models and combat systems of a game, developers needed a new method to keep players engaged for longer periods of time.  Then, an idea struck: what if players had to defeat all enemies in an area to move forward?  From this notion, a strong fork appeared in action/adventure games.  One path led to titles such as Super Mario 64 and Spyro the Dragon, where the focus was on collecting items in an open world and combat was only obligatory when facing a boss.  The other path led to games like Devil May Cry and God of War, where elaborate combat and cinematic battles were kings of design.

The idea was simple: action games would provide players with a story, which would be doled out in-between grand battles that could not be avoided.  A hero on a quest would logically encounter obstacles in the form of enemies, but to ensure that a player would take care of these foes, magical or environmental barriers would be placed and only removed once threats were eliminated.  When Dante is faced with a gaggle of evil puppet demons, a magic seal is placed over the exits until all of the marionettes are defeated.  This system of forced battles and enemy placement became the new norm, and a slew of series adopted the trope.  But this seemingly novel approach actually made its debut in the arcades many years earlier.

For a time before Street Fighter II overtook the arcades and turned them into virtual dojos, the side-scrolling brawler ruled the screens.  Games like Double Dragon and Final Fight gated player progress with obligatory battles long before modern action titles.  When a street-brawling hero wandered into a new location, the screen would stop, a group of enemies would gang up on the protagonist, and a player could not move forward until the area was cleared.  At the time, the point of these gated battles would be to drain a player’s health and lives, which would force a player to drop more quarters to continue, thus a profit is made.  Now that this trope has become mainstream once again, we are left to wonder the reasoning behind these design choices, particularly since most console games are a one-time purchase.

One common argument revolves around the idea that the value of a game is the length of time needed to complete the main storyline.  When a new game costs over 60 dollars, it is understandable that a consumer would want to get their money’s worth in gameplay duration.  It is for this reason why many developers will pad a game’s length with forced battles.  For example, it took Laura and I roughly a week to complete Bioshock Infinite.  Much of our time spent playing was fighting off wave after wave of enemies in gated battles that barred our progression of the story.  If it were not for these battles (or Eilzabeth’s sub-par lock-picking skills), Laura and I would have breezed through the game in a much shorter amount of time.  Conversely, my playthrough of Dishonored took less than two days to complete, and I spent most of my time Blinking away from combat, focused on the narrative goals in Dunwall.  Both of these games cost $59.99 at time of release, but logic dictates that the longer game is of greater value, right?

Actually, I found that being forced into battle over and over with no option to move forward until all enemies are dealt with detracted from Bioshock Infinite’s greater narrative.  I was often frustrated that my exploration of the gorgeous and detailed land of Columbia was being interrupted by some guy shooting at me.  The trope of forced battles did not strengthen the game, but weakened my engagement and enjoyment of the title.  Additionally, by forcing the same scripted battles on the player with every single playthrough, there is little reason to replay a game more than once, save for the meager variety in weapon options.  On the other hand, giving a player the option to avoid combat provides a greater variety of play styles, which will (hopefully) lead to more replays.  After beating Dishonored on a non-lethal playthrough, I still had the opportunity to play the game with reckless abandon, fighting every citizen who dared to look my way.

I guess Laura was right: it is silly that an enemy would respawn the moment you look away.  The notion that a game’s challenge comes from a constant barrage of reappearing baddies has become rather dated.  But the supposed alternative is not much better.  Gated battles and forced skirmishes do not always lend to a game’s worth.  There needs to be a middle ground, a place where these tropes do not exist and more choice is put in the player’s hands.  After all, some people want to experience endless battles that could never happen in real life, while others want the freedom to become fully immersed in a story that is not their own.

-Chip, Games I Made My Girlfriend Play

My personal plea to those in the game industry

Image by david_s_carter: https://www.flickr.com/photos/david_s_carter/3022538160/sizes/l/in/photostream/
Image by david_s_carter: https://www.flickr.com/photos/david_s_carter/3022538160/sizes/l/in/photostream/

(Above: Photo of exhibit at the Computer and Video Game Archive, Duderstadt Center, University of Michigan, Ann Arbor, MI.)

Save your records.

And no, I don’t mean those things that go on turntables and produce sounds — I mean your records. The paper and digital content you produce every day. The documentation of your work, your games, and your company. Your records.

Okay, before you think I’ve totally lost my mind, give me a moment to explain. I blog because I love it, but in real life, I’m paid to be an archivist  — someone who manages and makes accessible inactive collections of paper and digital records from various individuals and organizations for use by researchers, students, genealogists, etc. On occasion, I talk with these researchers to help them find items either in our collections or other collections in local institutions. Just last month, I spoke with two people who had been searching for collections of records that couldn’t be located. In both cases, it appeared most likely that the papers had been thrown out, discarded, trashed. Why wouldn’t anyone think to save their records, they asked. How terrible it is that all that knowledge has been (probably) lost forever.

Continue reading My personal plea to those in the game industry

Are Games Getting Too Easy?

Seriously, are they?  Over the years, I’ve been noticing that an increasing number of new games take less and less effort to beat nowadays.  I never have to wonder if I’ll be able to beat a new game or not.  In the past, I had many games sitting around that I needed to return to and finish.  Now, it is quite uncommon for me to start a game without being able to finish it.  When the rare game comes along that I can’t beat on my first playthrough, I’m rather surprised.  Such things never happen anymore.

I remember games definitely used to be much harder.  Back when I was playing a bunch of Super Nintendo games for the first time, I couldn’t beat any of them.  Finally, I got through “Donkey Kong Country 3”, but the second game stopped me near the end, at the stressful Castle Crush level, while the first game of the series stopped me earlier still at world number three.  It took quite some time before I was good enough to beat those games.  And to this day, I can’t beat any old “Mario” games except for “Super Mario World”, with help.  I have not beaten one game on the “Super Mario All-Stars” collection.  Not one.  Even “The Legend of Zelda: A Link to the Past” was hard, and it wasn’t even part of the platformer genre that used to cause me so much grief.  You remember that big worm centipede boss thing where you have to hit the tail, and it keeps pushing you off the platform, forcing you to start the battle over again?  Yeah. Continue reading Are Games Getting Too Easy?

United We Game is Accepting Submissions!

Image by Flickr user:commorancy
Image by Flickr user:commorancy

Hello Everyone! We are excited to announce that as of Saturday May 4th, United We Game (referred to as UWG from here on) will be accepting post submissions!

We’ve been looking forward to doing this since we began back in March and are incredibly excited to start working with our fellow games bloggers as UWG takes its next step towards fulfilling its purpose!
Continue reading United We Game is Accepting Submissions!

The moral compass and where it leads (or doesn’t)

Image by Colony of Gamers: https://www.flickr.com/photos/colonyofgamers/3253156781/
Image by Colony of Gamers: https://www.flickr.com/photos/colonyofgamers/3253156781/

If you follow my personal blog, you might have noticed that I recently finished Red Dead Redemption. If you don’t follow my blog, well…OMG go follow it now!  Haha…just kidding (mostly). Anyway, Red Dead Redemption. Simply put, Red Dead is a brilliant game. It’s wonderfully designed, beautiful to look at, and thrilling to play. And even as my mind fills with all the fantastic things that make Red Dead a fantastic game, I can’t stop obsessing over the one thing, the one, little thing that still bothers me about the game. It has to do with morals.

Continue reading The moral compass and where it leads (or doesn’t)