Medal of Honor Upsets Military Families
Posted by Jeremy M. Zoss at 12:00 PM Aug 16, 2010
| Should you be able to play as the Taliban in Medal of Honor? |
| Should you be able to play as the Taliban in Medal of Honor? |
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| The fireball that started it all. |
| The PS3 Netflix discs are soon to be a thing of the past. |
I don't see eye-to-eye with my buddy Mike when it comes to videogames. Sure, we like a lot of the same games, but we take different things from them. Mike is a gameplay guy. He admits to skipping story bits when he can. He loves to get wrapped up in the mechanics of games, especially RPGs, and really tinker with the way they work.
I'm fine with those kind activities, but story is what keeps me involved. I turn up the volume when its time for characters to speak -- even when their lines are hackneyed and poorly acted. I get off on exploring new worlds, meeting new people, slipping into a different skin.
Not long ago I found myself stranded with family -- hanging out with my cousin's kids in Phoenix. I was reminded that day that kids love games. They don't care what kind of game. They're not snobs about developers or genres. They'll play anything because even a boring game is better than homework, getting chewed out by your parents or eating vegetables. Games are, in many cases, better than real life.
When
Joystick Divisioner Gus Mastrapa talks about gamers who believe they can "see
the Matrix" - i.e., see past all the shiny graphics and 5.1 surround sound, all
the cutscenes and contrivances to behold only pure gameplay in its naked form -
I know he's talking about me. Maybe not me specifically, or even with me in
mind; only that I'd count myself among that type of gamer. I
was first conscious of it a few years ago, first articulated it more recently, and today it's a deliberate critical approach I take with games (especially ones I'm
reviewing): trying to not just look past all the non-gameplay bullshit that's swirling
around, but tune it out. It's like going on a first date and - while she's ordering dinner or
talking about her job or fidgeting with her napkin - trying to see her without
the makeup, the hair products, the Wonderbra and the mood lighting.
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Assuming I have a say, I never agree to the house rule of winning a pot of money if you land on "Free Parking" in Monopoly. For one: I'm a rule stickler, and a cash prize for Free Parking - though widely practiced - is in fact not part of the rules. But more importantly it adversely affects the gameplay. Aside from the fact it makes a long game even longer (in lieu of the basic principle that Monopoly ends when other players' cash is drained, so any house rule that introduces more cash into the game's economy only drags it out), randomly awarding cash bonuses to players irrespective of their skill can only do one of two things:
1) Extend a losing player's "lifespan" past when he or she would normally have dropped out, or
2) Give a winning player an even greater, perhaps insurmountable advantage than his or her play deserves.
Either way: it's unfair in the truest sense. In an ideal contest between two players, winning and losing should reflect relative skill levels as closely as possible, so I oppose any gesture that unnecessarily affects that logarithm by adding some sort of luck modifier.
Aspects of Street Fighter IV - particularly its ultra combos - bother me on precisely the same grounds.
As your character is injured by your opponent, an "Ultra Combo" bar slowly fills, and once it reaches a certain point you can perform the most powerful moves in the game, some depleting half an opponent's life bar if they connect. They're spectacular, satisfying outbursts and often total game-changers - if they don't end a match on the spot.
Maybe years of watching Final Fantasy games jingle their shiny keys in front of my face has trained me to instinctively question the merit of such theatrics, if not suspect misdirection. It's not that I don't smile when I see Dan unleash an endless flurry of punches, kicks, and winks as he smashes his opponents to bits - it's good cinema. But is it good gameplay?
How could it be?
The problem starts fundamentally, in the conceit that the losing player is growing more powerful as the match wears on - effectively rewarding the less skillful player and, more annoyingly, penalizing the more skillful player. If we were talking about Monopoly again: it's like for every $1000 you lost, the bank awarded you a new property. Sure it keeps things exciting, allows for wild comebacks and makes the game "casual-friendly" - but fundamentally it's a variation of the "rubberband AI" gamers are savvy enough to recognize and despise in racing games: the game's rules stepping in to make sure nobody wins too easily or loses too badly, even if they deserve to.
It could be argued super combos - powerful moves enabled by inflicting damage - are problematic as well: you're giving advantages to a player who already has a skill advantage, thus adding inertia where it's not needed. But at least in that system, advantages and disadvantages are assigned in a way that feels fair (albeit hostile): skillful players get chances to win bigger than their naked skill would allow, and less-skilled players incur a penalty beyond a simple loss. Every previous Street Fighter (III's controversial parries especially) favored this "hostile" game theory: that skilled players would have extraordinary advantages over the less-skilled.
On a perfectly level Street Fighter playing field, there'd be no place for either ultra combos or super combos: like Free Parking, they only monkey with the game's clockwork innards, drawing the gameplay away from being a perfect reflection of respective skill levels. People love their pyrotechnics, though, so I understand cutting them altogether wouldn't be many players' first choice. So I'm hoping when an unconfirmed but universally expected Street Fighter IV Championship Editon (or Turbo or Super Street Fighter IV or whatever it is) appears, Capcom will recognize how out of step SFIV is from every prior game in the series and drop the Ultra gauge - saving the flash and spectacle for supers, and for winners.
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Every couple of years, I find myself hunting down this incredible game again online (which is now, wow, 8 years old), and I finally got to put it's lessons to use last night. It's called THE NEGOTIATOR, and it's the most darkly hilarious Flash game of all time—a weird and crudely rendered sociology RPG where you're forced to deal with a homeless man who demands $200. Kind of like Choose Your Own Adventure with winos and death. And, just like all encounters with hobos, the wrong responses get you killed with a bottle. This is all preceeded by my favorite line and cutscene ever: "You're a heartless bastard, and you deserve what's coming to you." Well, he's right you know.
Hit the jump to see how the actual encounter went down, just before I called my video game skills to action and turned a Homless RPG into an actual Homeless LARP!
And If you guessed "this somehow involves the Indiana Jones Whopper," you are correct, and are probably part of Stalin's psychic army.
I know we're right about at the point where a significant critical mass is brewing against Grand Theft Auto IV, and not just the usual Moral Guardian bullshit: there's the requisite anti-hype backlash traversing the internet, one that is likely to fall in terms of sheer irrepressible "I am Rowdy Roddy Piper and I just put on the Ray-Bans" defiance somewhere between the great Strokes fiasco of 2001 and the loathing any baseball fan outside the New England area is developing towards the post-World Champion Red Sox. So I'll try not to play up how big of a geek I am for GTA IV, since that might mean I'm on the take, part of some corrupt video game review cabal that hands out 10s like candy to undeserving subjects and conspires against the success of cult classics like God Hand. Or something. In all fairness, I tend to have a soft spot for big sprawling ambitious kinda-flawed pop-cult-crazy epic games like this, which is why my two candidates for Game of the Year so far are GTA IV and No More Heroes. (Though it remains to be seen how Fallout 3, this year's potential king of big sprawling ambition, pans out.)
Things happen for a reason. In most traditional narrative media, whether dramatic or comedic, certain constructs are in place that play on an audience's pre-conceived expectations, and are there to build tension and release, create empathy with or antipathy towards a character, and generally denote what sort of genre the work belongs to. These are known as "tropes," the basic building blocks of storytelling, and once video games started advancing past paddle-vs.-ball conflicts and into the realm of real characters with motivations (even if said motivation is "make a delicious hamburger"), they developed a whole set of their own.