Tuesday, June 21, 2011

The Other Genres

As some might have noticed, most of my personal posts have been centered on my fascination with the Role-Playing Game (RPG) genre of video games.  In my opinion, it is the most able of the genres in combining storytelling, art, and interactivity in an effective fashion.  However, that is not to say that I think ill of the other genres.  On the contrary, they can provide unique experiences that would otherwise be impossible in RPGs, and that is the topic I would like to briefly discuss in this blog; the other genres that contribute to the art of gaming.

First, I would like to discuss the current state of First-Person Shooters (FPS).  Once a genre fit only for those who enjoyed tension, gore, and fast-paced combat, FPS games have drastically changed over the years.  Today, FPSs have partially detached from their blood-crazed ancestors and have adopted elements that are present in other genres of games. 

Storytelling (both fictional and historic) and character development are just a few properties that are being successfully implemented in today's FPS games.  Of course, there are still traits in present-day FPSs that mimic, or even surpass, their predecessors: there's still a highly competitive atmosphere; quick and exciting combat; and more gore than you can shake a stick at.  Those traits aren't particularly impressive to me (but I'll admit that I enjoy playing a FPS now and then just for the adrenaline pump), but games like Halo and Call of Duty: Modern Warfare are taking FPSs in the right direction in regards to creating interesting narratives.  I look forward to what innovations lie in wait for the FPS genre.


Adventure (or platforming) games have been the bread and butter of video games since its inception.  From Mario to Kirby to Sonic the Hedgehog (although Sonic has somewhat fallen from grace in recent years), adventure games are wildly popular, and for good reason.  They incorporate many of the elements inherent in RPGs; just not as much as their story-oriented cousins.  One aspect they share in almost equal presence is their art.  Adventure games today sport impressive backdrops, detailed character models, and fluid/beautiful movement.  Many adventure games even trump the average RPG in terms of art quality.  They also possess the ability to tell stories in a completely different fashion.  Some don't even require much back-story or narrative; the game’s atmosphere and game-play, by themselves, can create an intriguing tale.

In that vein, I would like to point out the game, Super Metroid.  It is one of my favorite adventure games.  The player is given very little story at the beginning of the game, but from the moment Samus (the protagonist of Super Metroid) sets foot on the foreign planet, Zebes, the tone is set.  Through use of excellent music selection and superb stage design, the player is given a sense of total isolation as Samus explores deeper into the depths of the planet.  The only other life forms that exist on the planet are monsters.  As expected, they will try at every turn to dismember Samus.  It is a tale told almost entirely through its setting as there is no dialog throughout the entire game except at the beginning and the end.  It also sports solid game-play mechanics and scripting which assist greatly in maintaining the game's creepy atmosphere.  It's an enjoyable narrative with a theme uniquely its own, and I recommend it to any avid gamer.

For those who like to challenge themselves mentally, there exists a genre of video games titled strategy games.  It is the genre for the intellectual.  However, that definition might be a bit of misnomer.  In truth, most strategy games revolve around micro-managing an army of sorts and eliminating your foes.  There is still a lot of thought that is required to maintain an efficient army, and it has the potential to stimulate the gamer's mind.  Each strategy game usually comes with a fairly interesting narrative (whether it be complete fantasy or based on history).  While being less involved on a character-to-character basis, it still provides a unique perspective missing from the other genres.  I haven't played many strategy games; yet I would like to highlight one of the few that I enjoyed.  I speak of the thrilling series, Warcraft.  This strategy game, developed by Blizzard, combines to great effect the intricacies of micro-management, inherent to the strategy genre, and a gripping narrative that was carefully crafted and maintained through the series.  It’s truly a masterpiece (plus it has exploding sheep).


Unfortunately, I haven't the time to detail the many genres that exist today, but I think I've made my point.  Video games have grown tremendously over the previous decades.  As with books, there are many different flavors for all types of people, and each genre carries its own charm.  Life would be boring if everyone was only allowed to read text-books, and the same can be said for video games.  Variety is the spice of life, and there exists many worthy games in each and every genre.  I recommend that every gamer take a chance, and expand his/her breadth by experimenting with all the different genres available to gamers today.

Tuesday, June 14, 2011

Gamers Around the World Unite

I've stated many of my ideals as to why video games should be viewed as a fully legitimate form of art/media, and I can safely say that this is not merely the observation of one fanatic.  Many people share my view; video games have affected the lives of millions of people across the globe while spanning all ages.  As senior editor of the widely acclaimed Game Informer magazine Matt Helgeson states, "Games have become a mainstream entertainment, perhaps even the dominant form of entertainment". [1]  Games, simply put, have become a juggernaut of industry.
 Films and photography were once derided as less than fine art too, but you can now find critics and students alike studying and extolling the artistic virtues of those media.  The same will almost certainly happen with video games, and the classic games of the current and past generations will be in text-books written and read by the next generation of artists and gamers.[2]
This excerpt was composed by Sarah Sinclair, writer to Game Informer.  She notes that games are following the same path traversed by media preceding video games.  Once appealing only to a relatively small audience, games are now spreading in diversity while increasing in quality; much like how films began. Through its diversity, many have found joy, creativity, and meaning.  Vincent Chang, another writer to Game Informer, expresses:
Mother 3.  The story, the characters, the whole world of the game was carefully created with much attention to detail, and it really shows.  The story is touching and tells a very strong message; that is what I think art is supposed to do.  It's the first video game to make me cry.[3]
In a similar, yet different vein, Richard Renz wrote about his passion experienced through playing Halo Reach.  To quote a line,  "The storyline took me through the mind and selflessness of a Spartan and left me astounded at the end." [4]  Both of these games are almost entirely divergent from the other; yet each gamer found joy in his respective game's unique and well-crafted design.  There is a game for everyone out there.  As Helgeson puts it, "Increasingly, the games we play are as diverse and different as we are". [1]

We've explored the views of some of the players, but what about the authors of video games?  Like all other media, there exists a wide variety of companies/authors that produce video games.  Some, like other industry, care only about the financial prospects of the virtual business.  However, others express just as much care and technique for their craft as any other great composer/artist/director.

Take Jeremiah Slaczka, the creator of Scribblenauts.  Scribblenauts is a game where the player is tasked to solve varying puzzles.  He/she does so by spelling words, and if the vast dictionary within the game contains it, the player is allowed to have/use it.  It is a game limited only by the player's imagination/creativity.  One would think its author would have to be quite lively and interesting, but what surprised me was his dedication.  Due to the game's success, Slaczka's company has been made many offers for corporate ownership.  However, he, and many other members of the company, outright refused to do so.  Slaczka stated, "...we want to stay independent.  We want control; this is a passion for us.  We've done it for seven years.  So we should sell out and leave after a couple of years like everyone else does?  I don't want to do that". [5]  It takes real courage to stand up for one's beliefs in his/her craft, and I'm overjoyed to hear that some exist that would defend video games' integrity.

Interestingly enough, video games have even lured people of other professions to their side.  Director of Pan's Labyrinth and Hellboy Guillermo del Toro recently teamed up with THQ (company that created the game, Saints Row) to create a new title named Insane. [6]
I've been a gamer all my life; I'm 46, I've been playing video games since they were essentially made available to the public.  I've seen the form evolve from total reflex coordination gaming into a true narrative powerhouse.  It's a truly strong narrative form.  I believe video games are going to be the cornerstone of narrative in the next decade.  As a storyteller it is my duty to get going on learning the language not as a gamer, but as a storyteller. [6]
 Like Guillermo stated, games are becoming increasingly more complex.  Game Informer magazine even dedicated a sizable portion of one issue to point out the multitude of complex characters that exist in the enormous pool of games today. [7]  Video games are no longer constrained by the limited potential of the 8-bit era.  They have grown, and have borrowed successful aspects from all other media.  Drew Karpyshyn, lead writer of the game Star Wars: Knights of the Old Republic, eloquently conveyed, "An RPG is rarely just a video game anymore.  It is an entire cross-media mythos that bleeds into other forms of entertainment, including comic books, novels, and movies" (RPGs being a subsidiary of video games focused on story-telling). [8]

Video games have affected people from all walks of life.  In turn, games have left their mark on our civilization whether you are: the typical gamer exploring entirely new worlds; the designer eager to create his/her next thoughtful masterpiece; or even the passerby who can appreciate the craft from an outside perspective.  Videos games' influence is likely to continue expanding.  Fortunately, many view this to be a positive transition.


References
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1. Matt Helgeson, "The Big Tent: The Changing Culture of Gaming," Game Informer,
    February 2011, 214.

2. Sarah Sinclair, "We Love Art," Game Informer, September 2010, 209.

3. Vincent Chang, "We Love Art," Game Informer, September 2010, 209.

4. Richard Renz, "Great Expectations," Game Informer, January 2011, 213.

5. Matt Helgeson, "Pushing the Envelope," Game Informer, December 2010, 212.

6. Annette Gonzalez, "Guillermo del Toro Dives Into Game Development," Game Informer,
    February 2011, 214.

7. Staff of Game Informer, "The 30 Characters Who Defined A Decade," Game Informer,
    December 2010, 212.

8. Staff of Game Informer, "The Best Storytellers of the Decade," Game Informer,
    December 2010, 212. 

Tuesday, June 7, 2011

Are Video Games Integral to Society?

The answer to the above question, in my opinion, is a resonating yes.  Since most people won't take my word for it, I'll explain why I think video games are becoming an essential component to our lives in this age.  However, defining importance is a difficult task in an ever changing society.  Yet if human tastes change regularly, why do we still retain knowledge of Shakespeare's classic writings or of Leonardo Da Vinci's art?  Why choose them over any other writer/painter of their era for remembrance?  To put it simply, their respective work inspired people.  Shakespeare's tales, while a bit wordy for our time, still retain important lessons and moral ambiguity that we, today's society, still face to this day.  Leonardo crafted intriguing paintings that bear an unique, creative style.  His masterpieces are often debated to what they truly meant (if anything at all) even to this day.  To sum it up, art is important only if its audience can find meaning within it.

How does this relate to video games?  What are video games but the next form of media for our generation?  It passes the same gauntlet of tests as any other art form, so what better way exists to justify video games as important than comparing them to the other forms of media that exist today?  Since film and books have been solidified as important/meaningful media, they will be the litmus test for video games.

First, how are video games similar to books?  Books are a long-standing form of media, but what makes them so effective?  Books contain the power to both instill learning and spark imagination.  The best books manage to do both simultaneously.  Video games, likewise, can provide the same experience, and, like books, contain a wide assortment for all tastes.  For the sake of argument, I shall bring to light the well-crafted game, Final Fantasy Tactics.



This game delves deep into the many moral issues that are developed during a fictional war.  Political corruption, betrayal, love, religion, war, and moral responsibility are just a few of the prominent themes presented in this epic tale.  Sound familiar?  Many books tell of these very themes as well.  Why?  Because the author and society, if well received, deems them necessary lessons to attain.




Video games, boasting the same properties as books and then some, merit importance for this fact alone, but there are other properties that need illumination as well.

Another common form of media today is the art of films.  Films, being relatively recent, revolutionized how audiences could view art.  Audiences could now physically see and relate to the events on a television or at the Theatre.  This developed an entirely new level of immersion because as they say, "Seeing is believing".  Stories could now be realized through actions, actors, and physical settings.  Video games also contain this power as they are actually derivative of film itself.  Games are given actors, actions, and settings for the player to interact and immerse oneself in.

Like in film, video games can be just as linear or non-linear.  For example, the game, Lufia II, depicts the story of Maxim, a monster hunter.

From lowly beginnings, Maxim becomes embroiled in a conflict with the supposed deities, the Sinistrals.  Throughout the game, Maxim continually forges towards his goals; overcoming one obstacle at a time.  The story is a very linear tale that details a hero's journey to overcome some spectacular, perhaps impossible, obstacle; much like the classic film Star Wars. 

In fact, video games draw upon many of the same archetypes that are often used in films (and books).

 For an example of a non-linear game, I recommend Saga Frontier II. 


This game depicts the events (often out of chronological order) of two protagonists.  One is a humble digger trying to make his fortune; the other, an exiled prince.  These two seemingly unrelated characters eventually influence each others' lives and the world they inhabit (while actually never meeting in the game).  It is a spectacularly realized narrative that weaves the two adventures together flawlessly.  If the art of film is important to society, then I'll be damned if video games, if only by association and similarity, aren't as well!


 I've described why video games are integral to society because of its ties to both books and films.  However, the differences inherit to video games solidifies its place as new media.  Books brought the first widely used form of recorded stories.  Film brought the ability to view narrative physically on a screen.  If video games are to be deemed different, it is because of its unique principal of interactivity.

Unlike films or books, video games allow the player to immerse oneself deeper into the world as an active participant.  Events unfold as the player influences the games’ progression.  However, the player's influence can vary.  He/she may only be able to control the main protagonist(s), and see the story only from the protagonist’s view.  For example, Lufia II follows this formula by allowing the player to follow the game through the perspective of Maxim.  In stark contrast, players can be given complete control over the events of a game.  Black and White allows the player to be, in essence, god where he/she can choose how to build the world within the game.  Interactivity can vary wildly between these two polar play-styles yielding many interesting combinations.

Video games carry many of the traits that define important media today.  In addition, it brings an unique flair through use of interactivity.  Video games' influence stands high in our civilization as millions of players are present around the world.  If it stands the comparison of other prominent media, retains its own form of originality, and is present throughout the entire globe, then how can video games not be considered a valuable asset of growth to society?  As it stands, I believe it’s impossible to deny video games’ hard-earned right as important media.

Tuesday, May 31, 2011

My First Contact with the Enigmatic RPG Genre

As I've said before, I'm a man who appreciates the growing art of video games.  In particular, the detailed narrative and embedded-oriented content that defines the Role-Playing Genre (RPG).  I remember, in crisp detail, my first RPG experience, and how it largely affected my current perspective of video games.  Interestingly enough, finishing my first complete run of a RPG game spanned over four years.

I was around eight years old at the time, and I had recently finished playing Donkey Kong Country 2: Diddy Kong's Quest.  It was a pleasant experience as were most of my joyous romps through similar adventure type games, but the sense of satisfaction could only last for so long before I needed to fill the void with another game.  My standards at the time weren't exceedingly high, and any type of adventure/puzzle/action game probably would have fit the bill.  However, my brother's friend had brought his Playstation over to play with, and with it a couple of games including the curious title, Final Fantasy 7.  Naturally, my curiosity was running amok at the sight of not only a new game, but a new console itself; I had to try it out immediately.  That was not conceivable, unfortunately, as my brother had priority over me (it was his friend after all).  However, I waited until my brother and company had decided to go bed, and immediately seized upon the opportunity.

After struggling, quite comically, to figure out how a Playstation works, I finally started up Final Fantasy 7.  I was so invigorated that I couldn't prevent my hands from trembling in excitement.  My eyes were fixated on the single giant blade that occupied the main menu.  Hastily, I pressed the button to begin a new game.  The opening cinematic scene began, and my eyes were treated to a beautiful, and very industrialized mini-movie that captivated me from beginning to end.  Then the game flawlessly streamed from the cinematic to the beginning of the game, and suddenly I had entered an entirely new world.  I found myself in control of the arrogant mercenary-for-hire, Cloud, and was charged with helping the terrorist group, Avalanche, in blowing up a reactor.  A reactor owned by Shinra, a corporation that is literally sucking the life from the planet with said reactors.  Never before had I seen such plot elements in a game; they easily exceeded the typical short back-story that accompanied most games of that time.  To be honest, I was a bit confused at all this information being flung at me at once (I was only eight years old at the time), but I was intrigued.  I decided to see where this game was headed.






Back in the day, these graphics were revolutionary!










With Cloud's gigantic sword in tow, I cleared my way to the heart of the reactor.  Along the way, I listened to conversations between Cloud and the members of Avalanche.  I began to gain insight to their motives and why they have chosen to become terrorists for the greater good.  At this moment in the game, Cloud is rather apathetic and only cares about receiving his pay.  Yet I was charmed by his devil may care attitude.  Events happen, and the bomb is set.  Cloud and company rush to escape the reactor before its explodes.  The group makes it out just before the climatic explosion cinematic plays.  I was hooked, and I eagerly continued the game.  As I progressed further, I became acquainted with more characters and concepts unique to this realm.  I was engulfed in this strange new world.  However, all goods things must come to an end.  When I was about to set the bomb for another reactor, I realized that it was morning, and that my brother had entered the room.  He gave me a strange look, and inquired if I had been up all night.  Stunned, I quietly nodded in bewilderment.  He shrugged, and informed me his friend was leaving which meant he had to take the Playstation with him.  I was devastated; I wanted to continue exploring the world of Final Fantasy 7, but I was forced to part with it for a time.

My life was forever changed from that chance encounter.  I continually thought about the world that I had only briefly been acquainted with.  I wanted to unravel its mysteries and discover Cloud's role in it all.  Unfortunately, my brother's friend never brought his Playstation back to our house again, and I was forced to forgo my adventure until two years later.  However, in the meantime, I began to experiment with similar games (Final Fantasy 7's predecessor Final Fantasy 6 being included).  This new genre excited me, and provided me a level of interactivity and story that had been unprecedented.  Suddenly, games had more meaning than merely getting to the end of the level or defeating a boss.  Games were a gateway to an entirely unique universe for the player to explore, enjoy, and most importantly, be a part of.




The Cast of Final Fantasy 7.  Quite a varied bunch.










After two years had passed, I finally got my hands on the computer version of Final Fantasy 7.  I played this version for awhile, but my family computer just couldn't handle the then-spectacular graphics; I only managed through half of the first disc.  It was another interruption in my quest to complete this fascinating game, but the game only deepened its hold on me during that time.  Another two years later at Christmas, I was overjoyed when I saw that my brother received a Playstation as a gift (it was later that I realized the consequences of not owning it myself, but that's a tale for another time).  Soon after, I bought a copy of the game, and began again from the beginning.  I didn't mind starting over as the experience was different this time.  Age had allowed me to form a broader understanding of the game and the protagonist that it centers around.   After many grueling trials (both in-game and in reality), I was able to complete this masterpiece of a game.  Its story, characters, and events are forever etched into my mind.

This game opened my eyes to the more involving, complex aspects of video games.  The capability that games can be art rivaling that of current media in beauty and storytelling.  I am forever grateful to the creators of Final Fantasy 7 for allowing me to experience such a riveting pleasure, and permitting me to form an appreciation for the richer aspects of gaming.

Tuesday, May 24, 2011

A Brief History of Video Games

Greetings,

My name is Adam Durant.  Those that know me are aware of my fascination of video games.  Now many view video games as a baseless form of entertainment that is only useful as mindless (and sometimes destructive) fun.  However, it isn't the gimmicks that draw me to video games.  The infinite potential of narrative, character development, and interactivity that can co-exist within builds the foundation of my interest.  I would argue that video games are as valid as any other media form in existence today (books, films, etc.), and can offer audiences a perspective uniquely its own.  That, however, is a tale for another time.  For now, allow me to give a brief history of the development of video games.  Of note, I will not be going over every console that was released between the Odyssey and today's consoles; only a brief introduction of consoles that I believe help shape the growing art form that exists today.

What better way to start then the console that started home console gaming, the Atari.  In 1972, the Atari corporation was formed, and they released the revolutionary game, Pong.  This very simplified game of tennis was the first game that began the console video game craze.  From there, Atari began to adapt many popular arcade games to their home console such as Space Invaders. and there was a brief period of popularity. [1]

Afterwards, there was a lull in video games.  It seemed that audiences were moving past the fad, and in 1983, video games began to lose momentum.  The quality of games were dropping, and many lost faith in video games as an interesting form of media.  Then came the console that would be responsible for reviving and revitalizing the genre, the Nintendo.  Nintendo, with its flagship game Super Mario Bros., sparked audiences around the world to give this intriguing new console a go. [2]  To get a better picture of Nintendo's influence at the time, watch this video. [3]

Nintendo's rise to fame gave birth to its successor, and more importantly its competitor.  The Super Nintendo (SNES) and Sega Genesis rivalry was commonly referred to as the most competitive console war that has occurred to this day. [4]  It is very likely that the rapid growth that video games experienced during this era was credited mostly to the fierce competition between these two consoles.  These consoles also began to delve deeper into the video games as more than just entertainment, but as an art itself.  For example, the SNES was the console that popularized the Role-Playing Game (RPG) genre; a genre dedicated to storytelling.

When the fifth generation of consoles hit, more competitors began to prospect for gold in this rapidly growing market.  Of popular note, the Playstation, Nintendo 64, and the Sega Saturn were the big kids on the block.  This generation also was the inception of CD use instead of cartridges; a pivotal point in the amount of content available for games.  Also, processors in the new consoles began to achieve higher levels of power (Playstation/Saturn used 32 bit code, and the Nintendo 64 obviously used 64 bit code). [5]  Video games were hastily gaining popularity, but it wasn't until the sixth generation that video games truly blossomed.

The Playstation 2, Xbox, and Gamecube; these consoles diversified the gaming market in the sixth generation.  Three now major companies entered the ring with something to prove.  Of particular note, the sixth generation was largely responsible for popularizing video games across multiple age groups.  Whether it was the Playstation 2 with its startling graphics and storytelling elements; the Xbox with its competitive games that sported impressive internet infrastructure; or the Gamecube with its diverse, but often kid-oriented, arsenal. [6]  There was a video game for every type of person.  Video games finally hit their stride, and they could only grow from here.

This leads to the current generation of video games.  The seventh generation accelerated the capabilities of video games skyward, and it was impossible for anyone to deny the potential medium.  The Playstation 3 and Xbox 360 have achieved high definition graphics (on par or even above that of the quality of films), and tales that can stand up to most respected literary works. The Wii was a breakthrough on two fronts.  First, its brilliantly inventive motion control capabilities (which were followed by similar designs for the Playstation 3 and Xbox 360).  Second, its family game-style design was unprecedented in the gaming world, and drew many fresh customers with its newfound motif. [7]  This was a generation of supreme innovation and design.  Games were growing in length and content exponentially.  Interactivity was reaching levels only imagined.  Even more impressive, inter-connectivity truly emerged at this time.  People across the world could play games with each other with, usually, limited hassle.  The possibilities were (and still are) endless.

Video games had achieved popularity that rivaled or even bested most other competitive forms of media.  While the future of games is unclear, it is a certainty that its future is a bright one.  From its humble origins to its now spectacular prospects, Video games have made their way as a legitimate form of culture/media, and I look forward to what innovation lies ahead.

To sum it up, this video [8] should fit nicely.  I hope you have enjoyed this blog.


References
_________________________________________________________________________
1. Wikipedia contributors, "Atari," Wikipedia, The Free Encyclopedia, http://en.wikipedia.org/w/index.php?title=Atari&oldid=428679133 (accessed May 25, 2011).

2. Wikipedia contributors, "Video game console," Wikipedia, The Free Encyclopedia, http://en.wikipedia.org/w/index.php?title=Video_game_console&oldid=430305375 (accessed May 25, 2011)

3. Nintendo Mario Bros commercial (old). (2008).  Retrieved May 24, 2011, from http://www.youtube.com/watch?v=aMyYRy5SgIM&feature=related

4.  Levi Buchanan. 2009. Genesis vs. SNES : By the Numbers IGN (March 20). http://retro.ign.com/articles/965/965032p1.html (accessed May 24, 2011).

5. An eHow Contributor. The History of Video Games 32 Bit Era <http://www.ehow.com/about_5375123_history-video-games-bit-era.html>(accessed May 24, 2011).

6. Craig Wilson. The History of Gaming - The Sixth Generation <http://www.square-go.com/feature/568>(accessed May 24, 2011).

7. Wikipedia contributors, "History of video game consoles (seventh generation)," Wikipedia, The Free Encyclopedia, http://en.wikipedia.org/w/index.php?title=History_of_video_game_consoles_(seventh_generation)&oldid=430441600 (accessed May 25, 2011).


8. Final Edition || History of Video Games. (2007).  Retrieved May 24, 2011, from http://www.youtube.com/watch?v=45I7VEjanLA&feature=iv&annotation_id=annotation_258171