Can Illogical Videogames Still Be Enjoyable?
Thanks to Skotos for its editorial arguing that there's a certain level of 'realism' that all games must stick to in order to be enjoyable. The author starts by suggesting: "Bringing realism into a discussion that includes fireballs, trolls, energy swords, blasters, and nanotechnology is, at first glance, totally out of place", but goes on to explain: "Fun [videogame] environments both surprise and reassure us. They surprise us by working on rules that are very different from those of the real world, and reassure us by having an internal consistency and logic that is reminiscent of that we find in the real world." Are there some games which break all rules of logic and still remain addictive?
Now off to RTFA ;)
This is my Sig, this is my Gun. One is for Slashdot and one is for Fun.
"Are there still games that break all rules of logic ..?"
I don't know about today, but definitely in the earlier, 2D era there were plenty of games that had at least completely illogical aspects to them. I recall that being a huge draw to games for me. There have been a number of recent articles concerning this very same subject, and while some of these have expressed a desire to see more "realistic" content, I say we should try to hold onto that original nonesense to some extent.
Take, for example, Super Mario Brothers 3. As far as I know, this is held as the best 2D Mario ever conceived. The game worlds were plentiful, varied, and fresh. But take a moment to look at the actual gameplay, specifically the logic employed in it:
In order to obtain the powerup that allows mario to fly, one has to first obtain the *leaf* object. One the leaf is obtained, Mario acquires a *racoon skin cap*, and by batting the tail on the hat up and down fast enough, Mario is able to lift off the ground.
There is a certain logic in this over time as the player is introduced to the game vocabulary, and experience with past platformers gives them added intuition, (like the ability to grasp the concept of powerups and other platform style gameplay).
However the symbolism involved is just... what? Leaf? Racoon hat? What?
Beautiful!!
Of course there is the underlying logic found throughout the game that the article speaks of, and this I can agree on simply because it's a logical assumption in itself to have common and established ways for the game to communicate to the player. Otherwise there will be no progress, and then no one will play it.
I've gotta go with Spock, really. Logic, even if it's not real-world logic, is a must, because it enables you to actually learn and adapt new strategies to fit a game. A game has to be predictable, not in a plot sense, but in the sense that, once immersed in the game world, you should be able to expect certain reactions and consequences from certain actions.
There's not much more satisfying than grokking a game's engine or AI or setup well enough to use its own internal logic against it. But in a legitimate way, not cheap exploits like fake-talk or rocket-jumping.
L
"Realism" is not "logic" is not "consistency". It's a vocabulary list. :) The article and summary seems to just confuse all these things. There isn't any connection between them.
:)
A game can be consistent, unreal and illogical. Super Mario 64, for example.
A game can be consistent, unreal and logical. Someting like Unreal or Quake comes to mind.
You can have various combinations of the above and still have a successful game, though I'm betting an inconsistent, unreal and illogical game would not be very easy to play.
When trying to understand Mario logic it helps to eat the mushrooms.
If Mr. Edison had thought smarter he wouldn't sweat as much. --Nikola Tesla
One popular site dedicated to geekish errata features a game called Karma Whoring. The rules often change, and the system slowly adapts to ensure that older methods of gaining "karma" become less and less effective over time.
However, the methods involved in gaining these "karma points" often defy logic. From bashing large corporations to posting urban legends ("X is slow because it's network-transparent!") to the foolishly mundane ("You're new here, aren't you?"), there are many methods of gaining karma.
Unfortunately, the methods involved for losing karma are nearly as abundant. From asking why people care about a given topic to using in-game artifacts known as "flames", there are many ways of reducing your supply of karma points.
Sometimes previously positive actions will lead negative results. For instance, all searches for karma start with a story relating to something called an "article". Previously one could be assured a high karma bonus by locating an article (which to many adventurers is easier said than done) and making a copy of what it contained. However, the system seems to have adapted to this method of gaining karma and now generally uses an attack (known as "redundancy") to counteract it.
Sometimes methods can have unpredictable results, depending subtly on exactly how the move was executed (such as the increasingly popular "Michael is the suxx!"). Karma Whoring has an unpredictable scoring system and changing rules, yet is played by thousands on a daily basis.
Somebody get that guy an ambulance!
But once the pieces are set, SciFi takes extraordinary care to play fair by those exact rules. The moment this unwritten law is broken, we, the spectators/readers, instantaneously lose interest.
Try and remember how you reacted in Matrix: Revolutions when we found out Neo can make a quadgizillion sentinels explode in the real world with sheer thought alone.
Playing devil's advocate here, but who says that the writer has to delineate the rules to the reader/watcher/player? The characters were going by what they thought the rules were, and something came along to break the rules, thus keeping things interesting-- and forcing the reader/viewer/player to re-evaluate what the rules are.
Personally, games that change the rules on you-- like Metroid, Final Fantasy Tactics Advance, and some of the really old shooters-- are my favorite types simply because it's a challenge to figure out how to adapt to a new situation and scenario. Certainly you can do that in a game like chess or Uno-- but if there's a twist to the rules that doesn't come into play for a little bit, then you have to re-evaluate your entire strategy and gameplay.
Admittedly, you don't want all the rules changing at once-- there has to be some consistency-- but that's probably what sets a good game aside from a great one. If you think of it that way, then shaking things up every once in a while is a really good thing.
"Why Subscribe?" Good question...
Realism is not required for enjoyment - as with most things in life entertaining (fiction writing in general - tv, books, etc - and paintball) - it is people doing things or thinking about things that they normally can't do. Video games allow the immagination to wander in a 'new', interactive dimension. I would argue that realism, in most cases of fiction will hinder rather than help - until you start talking about virtual sex and other reality/pleasure based 'games' where realism combined with configurable fantasy is key.
But the topic of 'fun' is what I am curious about. There is something decidedly and disturbingly addicted to making abombinable snowman smack a falling penguin with a baseball bat. It isn't particularly fun, yet it is higly addicitve. There is little-to-no skill involved, yet I have seen people 'play' for hours.
So is there a different between addictive and enjoyable? SSX is fun, hitting penguins is addictive. What do you think?
Gravity. Momentum. Lighting. I can go on. Certain basic elements are just about impossible to violate while still having a game make any kind of sense, and even then it's usually by making a game so simple that they don't apply (checkers).
This is the empty head problem, just about. By removing all bias (in this case the attachment to real world causality), you lose your frame of reference, and can't do anything!
And no, GTA3 does not come anywhere cloes to violating real-world logic: it merely relaxes some aspects of it (sometimes heavily), such as the response from law enforcement.
Violating one aspect of logic doesn't make a game fail this test. You still can have plenty to go on to jump right into the game world and have it make sense, even sans manual.
The writer doesn't have to dilineate the rules to maintain consistency. George Lucas never established exactly what powers 'the Force' conferred on its manipulators, yet no-one was particularly bothered by the much more liberal force use in the prequels.
What a storyteller must do however, is to provide consistency and plausibility. The Wachowski brothers explained Neo's vaguely defined super-powers in the Matrix as being the result of his ability to manipulate a false-reality through a form of subconscious computer hacking. People accepted this, as they did 'the Force', without a second thought.
However, at the end of Reloaded, and repeatedly through Revolutions, Neo demonstrated super-human powers even when he was outside of the 'false' reality of the Matrix. Most people felt this 'cheated' them of cinematic weight and emotional investment. Without explanation, without clarification, of why the old rules were able to now be violated, the audience felt as if the change, the surprise, was designed solely to fool them, not to enrich the storytelling experience. This generally arouses naught but contempt in the audience.
Zion was repeatedly established as being 'reality', as being our world - and accordingly we cringed with the characters from the sentinel onslaught. The humans had only one effective weapon against the enemy, and using it would render them helpless to any second wave.
Now however, there were mecha, rocket launchers, mystical powers. Hovercraft used mounted weapons to defeat many more sentinels than the relative few that Morpheus could only repel with an EMP. The audience felt foolish that they ever regarded the sentinels as truly dangerous, now that they could be blasted out of the sky by 19th century technology.
It isn't change itself that offends the audience. It is destructive change, that which retroactively destroys the emotional value of the prior experience.
Audiences revile at the 'it was all just a dream/game/etc'-style surprise endings (e.g. 13th floor). In those types of situations, the change robs the previous content of cinematic weight. The character we used to care about and root for turns out to be nothing more than an avatar in a game, or a shadow of reality. The audience is essentially instructed that nothing in the story prior to the change mattered in any way. The participants were not real, and were not in real danger.
This starkly contrasts even fiction in which the unreality of the setting/participants/story is established at the outset. E.g. the Princess Bride, the Neverending Story. We knew that the story was a fairy tale, and were unsurprised when Wesley was allowed to cheat death in a story that otherwise contained no such fantastical diversions.
Changes in gameplay should be handled according to this well known maxim - changes should be constructive, rather than destructive.
Constructive changes will be things that do not force the fiction back to square 1.
A new level may yield a new weapon or new units that change the players tactics - but it should never render the player's previous choices moot.
Deus Ex shouldn't have a level in which the computer systems are hopelessly alien, effectively destroying any character who chose to specialize in hacking.
A roleplaying game should not hand-wave a character's capture and enslavement via cut-scene and remove all their equipment and experience -forcing them to start over.
Those changes would obviate the investment of the player.
Tetris might have a change that requires players to match blocks of colors to score, instead of making lines. This could be a constructive change to gameplay that would create more depth in gameplay. Yet if this new goal was switched to without any notification to the player, they would be justly pissed off that their carefully constructed Tetris block was not rewarded. The unforseeable, unavoidable change would have destroyed the prior effort of the player.
Changes can be good. But it, more than most other aspects of storytelling or game design, must be done well to not have a detrimental effect on the experience.
// "Can't clowns and pirates just -try- to get along?"