Bioshock Infinite (Chain of Causation)

Although it’s not entirely new, Bioshock’s presentation of players with moral decisions that they don’t immediately see the consequences of is a very important and interesting inclusion in the game, especially the way it was done at the time the game was made. An article by Ryan Lizardi in Game Studies discusses the nature of… Continue reading Bioshock Infinite (Chain of Causation)

Although it’s not entirely new, Bioshock’s presentation of players with moral decisions that they don’t immediately see the consequences of is a very important and interesting inclusion in the game, especially the way it was done at the time the game was made. An article by Ryan Lizardi in Game Studies discusses the nature of the decision to either harvest or save the Little Sisters and how the player is not immediately notified about the correctness of their decision. Lizardi explains how the sort of historical time capsule created by Rapture allows this decision making mechanic to make statements about the way that the progression of history is influenced by the morality of one’s decisions and the understanding of the “infinite chain of causation”. Games since Bioshock have done this effectively (having played Undertale recently it comes to mind as an example) but to my knowledge it was one of the only games with such a clever morality-based decision-making mechanic at the time of its release. The ability for players to go back and “redo” or “correct” their actions by replaying the game differently and making morally correct decisions allows players to understand the ways that their actions had consequences on both sides of the spectrum (if they chose “wrong” vs if they chose “right”), something you are never able to do in real life which can provide a valuable understanding of this “infinite chain of causation” and bring players closer to understanding the distant consequences that their immediate actions may have. The way that games like Bioshock allow players to revisit morally complex situations and see how their actions create consequences that may not be immediately visible to them is very powerful and could be used very interestingly in the future. I could see decision-making based children’s games being created along these lines to teach children moral lessons and help them understand the infinite chain of causation discussed by Lizardi.
http://gamestudies.org/1401/articles/lizardi


Narrative Architecture in Bioshock

One aspect of Bioshock that I feel the developers excelled at is environmental storytelling, as discussed by Henry Jenkins in his “Game Design As Narrative Architecture”. Although Bioshock certainly contains strong narrative elements present in the dialogue and progression of gameplay/gamic goals, there is very little initial information that the player has about what is… Continue reading Narrative Architecture in Bioshock

One aspect of Bioshock that I feel the developers excelled at is environmental storytelling, as discussed by Henry Jenkins in his “Game Design As Narrative Architecture”. Although Bioshock certainly contains strong narrative elements present in the dialogue and progression of gameplay/gamic goals, there is very little initial information that the player has about what is going on in Rapture beyond the clues they have in the virtual environment. Despite this, the player is able to use the clues around them to infer what kind of situation they are in and the progression of the game creates a smooth narrative flow with the nature of Rapture and the player’s surroundings becoming uncovered as they move through the game. The ways in which water and destroyed environments are used is very effective at this, with the sense that nature is taking its course and reclaiming Rapture from humans. There is also a sense throughout the game that Rapture was a project that never should have been conducted, that it goes against nature and is fundamentally wrong. The environment is dark and overrun with criminals, science experiments gone wrong, and insane people. There are lots of instances of broken furniture and machinery littered around the environment, creating a strong sense that the player is traversing through some sort of haunted house 1950s-inspired version of Atlantis. Through the initial elevator sequence alone, the player is able to get a fairly good grasp of the nature of Rapture and what kind of environment the game will be set in. The music and sound design strongly add to this environment, with shrieks and odd scraping sounds permeating the environment from unknown but seemingly nearby locations. The water covering almost everything in Rapture adds a unique element to the lighting, with reflections being cast from small pools of water or shine added to objects from their wetness. This creates even more dramatic lighting than the broken and patchy initial lighting causes, and when supplemented with the gaudy neon signs in some of the levels the lighting becomes a very strong element of the game environment.


Blast From the Past

Having played and loved Bioshock Infinite already but not either of the first two games in the Bioshock series, I was very excited to play the first game in the series. I love the narrative and character building present in Infinite, and the overall experience of playing the game was one of my favorite experiences… Continue reading Blast From the Past

Having played and loved Bioshock Infinite already but not either of the first two games in the Bioshock series, I was very excited to play the first game in the series. I love the narrative and character building present in Infinite, and the overall experience of playing the game was one of my favorite experiences with digital art that I’ve ever had. I’ve heard and seen so much about the original Bioshock game that I knew it would be good. Given this and my experience with Infinite I was pretty excited to play Bioshock. My excitement proved valid, with the engaging narrative, smooth gameplay and great graphics all creating a very enjoyable gameplay experience. I find it very interesting that Bioshock doesn’t really masquerade itself as some “art game” and is definitely geared toward a variety of audiences, especially some more hardcore gamers. I find that a lot of games now seem to try to achieve an artistic feel by including some sort of meaningful narrative and de-emphasizing every other aspect of the gameplay or at least making it feel more casual. Bioshock doesn’t really seem to do this, with the enjoyable gameplay style complementing the worldbuilding and narrative nicely. I find the graphic and setting contrast with Infinite very interesting, with very dark and dirty surroundings and characters fighting each other in the darkly colored abandoned underwater city of Rapture compared to the almost angelic coloring and character design present in much of Infinite. The religious references in Infinite contrast heavily and poignantly with the frequent drug references in the narrative and gameplay mechanics of Bioshock, bringing up some very interesting thematic concepts. I really like how creepy the first Bioshock feels, with the sound design and soundtrack creating an amazing sense of space and the sense that there’s always something out to get you just around the corner.


Moral Code as a Hindrance to Truly Free Play

When doing some digging regarding Fallout 4, I came across many gamers of past Fallout games who were miffed by the lack of a karma system in the newest game of the series. The Karma system in these games was affected by almost every action done by the player, as good acts cause positive changes, … Continue reading “Moral Code as a Hindrance to Truly Free Play”

When doing some digging regarding Fallout 4, I came across many gamers of past Fallout games who were miffed by the lack of a karma system in the newest game of the series. The Karma system in these games was affected by almost every action done by the player, as good acts cause positive changes, while negative acts invoke negative changes. In his article written about the game series in 2009, prior to Fallout 4’s release, “Moral Decision Making in Fallout”, Marcus Schulzke claims “the Fallout series is unique in giving players an open world in which they can make genuine moral choices. Moral dilemmas are not presented for passive contemplation – they are an integral part of gameplay”(Schulzke).

And having now played Fallout 4 for a significant time, I feel this feature gets lost. Schulzke talks about how Fallout 3’s lack of a moral code is a strength of the game, promoting immersion in the same way that a person is not bound to any particular moral code(Schulzke). In this sense, the game can be played however the operator wants to play it. Whether he wants to blow

up every town and become a “Devil” or save the world and become a “Messiah” (Devil and Messiah, titles bestowed by the game depending on a player’s level and karma, are the highest evil and good titles that one can receive), the choice can be made freely, and the game will adapt around your choices, allowing the player an individual path through the narrative that is influenced by their choices. But this choice is absent in Fallout 4, and instead there is a system where the main character gets “Affinity” depending on how his companions respond to his decisions. Similar, but also very different. And while this is interesting, I would’ve much rather played Fallout 3 and had the karma.

Perhaps Bethesda listened to criticism regarding the game’s lack of morals imposed on a character and decided to invoke a moral code. However, making important NPC’s invincible, or forcing certain important quests and factions upon the player regardless of their choices goes against the fabric of the series, causing a seismic shift in how free the player really is within the game.

 

Schulzke, Marcus. “Moral Decision Making in Fallout.” Game Studies9.2 (2009): n. pag. Gamestudies.org. Web.

Environmental Storytelling in the Nuclear Waste of Boston

As I alluded to previously, Fallout 4 tells a sad story at the start, and a large part of this story comes in the environment. The more I play, the more I discover how terrible of a spot the protagonist is in. He went from living in a nice, bright house pre nuclear fallout, then … Continue reading “Environmental Storytelling in the Nuclear Waste of Boston”

As I alluded to previously, Fallout 4 tells a sad story at the start, and a large part of this story comes in the environment. The more I play, the more I discover how terrible of a spot the protagonist is in. He went from living in a nice, bright house pre nuclear fallout, then we given false hope by a similarly tidy vault, only to find himself alone in a vast nuclear ravaged wasteland. In game, he is surrounded by nothing but destroyed buildings, abandoned cities, and pools of nuclear waste.

What this scenery does for the game is it causes the player to not only see the fallout, but play through it. Empty buildings become hiding spots for enemies, and cities get overrun by bandits who shoot on sight. The game’s use of environmental storytelling helps create an immersive experience in its realistic representation of what a potential suburban life post nuclear fallout might look like. In Henry Jenkins’ article “Game Design as Narrative Architecture”, he quotes Disney designer Bob Carson on the use of this method of storytelling: “The story element is infused into the physical space. . . . It is the physical space that does much of the work of conveying the story the designers are trying to tell”(123). Jenkins uses the example of Disney theme parks to convey his point, noting how the atmosphere and layout of the attraction play onto the visitor’s prior knowledge of the parks to create a new experience. Going to the Pirates of the Caribbean ride is one thing, but going in with the foresight of the plots of the movies as well as hearing and seeing familiar sights and sounds amplifies the experience.

In this regard, Fallout 4 is not much different. It plays off of prior thoughts of what a fallout might look like, giving it sounds of a nuclear wasteland, and the architecture that would be expected in such a time. This is a very effective method as in open world games such as Fallout 4, it is near impossible to have a linear narrative. Thus, the use of environmental storytelling allows game designers to use the mise-en-scene to enhance and extend the narrative.

 

Jenkins, Henry. First Person: New Media as Story, Performance, and Game. Ed. Noah Wardrip-Fruin and Pat Harrigan. Cambridge, MA: MIT, 2004. Web.

Empathy Provoked in Fallout

Having never played a Fallout game before, I wasn’t sure what to expect before I started playing Fallout 4. I knew that I was in for an expansive RPG centered around surviving nuclear fallout, but that was about it. But one thing I didn’t expect was the cold-blooded murder of the character’s wife and the … Continue reading “Empathy Provoked in Fallout”

Having never played a Fallout game before, I wasn’t sure what to expect before I started playing Fallout 4. I knew that I was in for an expansive RPG centered around surviving nuclear fallout, but that was about it. But one thing I didn’t expect was the cold-blooded murder of the character’s wife and the theft of his child within ten minutes of the game starting. I was surprised, as to me it seems a dubious decision to start off a very anticipated game with such negativity and sadness. However, as I played on, I started feeling sorry for the guy and I realized that my character was no longer just any other videogame protagonist, there solely to shoot and kill and explore- he was a man on a mission to find his lost child.

The empathetic feelings provoked early on were then tapped into again shortly after escaping the Vault. The protagonist discovers a dog wandering about all alone in the nuclear wasteland, and takes him to be his companion. This taps into the societal norm of a dog being man’s best friend, and you begin to feel the same feelings as before, but in a different light. You begin to feel sorry for the dog that he’s in the situation, but also hopeful that he will help the survivor.

Ian Bogost has a chapter on empathy in his book “How to do Things With Videogames”, and in it he discusses a Zelda game where at the beginning, Link is far too weak to rescue his sister from the Forbidden Fortress, but later comes back much stronger to handily do the job (19). In a sense, Fallout 4 starts the same way. The protagonist’s child is taken from him very early on while he is unable to help, but presumably he will rescue the baby when he has become strong enough. While the games are drastically different in both narrative and mechanics, they both provoke an experience of weakness that fosters empathy, while leaving the door open to finding the necessary strength to succeed in the latter parts of the game.

 

Bogost, Ian. How to Do Things with Videogames. Minneapolis: U of Minnesota, 2011. Print.

Is Less More? The Effects of What’s Missing in Gone Home

I established in my last post that Gone Home is a lonely game. This has not changed at all as I’ve continued playing. The game is shockingly devoid of characters and character interaction. We never even see so much as a reflection of the player character Kaitlin. She speak to and encounters no ones throughout the game. The…

I established in my last post that Gone Home is a lonely game. This has not changed at all as I’ve continued playing. The game is shockingly devoid of characters and character interaction. We never even see so much as a reflection of the player character Kaitlin. She speak to and encounters no ones throughout the game.

The closest thing to a dialogue or interaction comes in Sam’s journal entries that are read in a voice over during the game. Personal journal entries written to catch her big sister Katie up on her life are read out loud by Sam Greenbriar, but we only hear her voice. Her voice is highly emotional; when she’s happy we can hear her smiling, and when she’s upset we can visualize the pain in her face. The absence of her face and body while hearing these journal entries makes them even more affective- I found myself tearing up on a couple occasions. The player must imagine her face: her joy, her pain, and her loss. The sound of her voice while the player stares at an empty home, or even more affective: stares at Sam’s own empty room littered with her belongings, leaves players feeling lonely, longing to see Sam’s face and comfort her.

Sam Greenbriar’s empty bedroom

Sam is a very relatable character, and her struggles as a gay high school student in the mid 90s resonate and call players to feel. We get far more characterization of Sam in the game than of the player character Kaitlin. Sam is fun, punk, creative, unique, and rebellious. She makes zines and listens to punk rock, and makes players laugh and cry through her storytelling. Samples of her writing and drawing can be found all over the house, and they are inspired and interesting.

An interesting moment comes when the player discovers two of Katie and Sam’s writing assignments from high school back to back. They are both the exact same assignments from sex ed class, completed when each Greenbriar sister was in their 9th grade year. Sam’s is creative, thoughtful, dynamic, and outside the box (though she did not follow directions properly and got a “see me” from the teacher.) We find Katie’s old assignment in the next room. She has completed it word for word exactly as was requested by the teacher, and it’s incredible boring to read, though she received full marks.

After this scene I began to wonder who the game really wants players to identify and side with. I don’t believe that it is Kaitlin- she is a blank, faceless character whom we control and hardly hear anything from. Additionally, the Greenbriar parents aren’t attractive characters either (the father some maniacal failed author and the mother likely having an affair with a coworker named Rick.) On the other hand, Sam’s story is an intricate narrative with twists and turns, love, heartbreak, joy, and pain.. The player searches the whole game just to hear or voice or find a note she has left behind. We want to know what happened to Sam because we love Sam. She is the main character of this game through and through.

Stillness and Loneliness: The Mechanics of Gone Home

In the first 30 minutes of playing Gone Home, nothing happens. For the next 30 minutes, still nothing happens. Other that the rain hitting the roof and the occasional loud clap of thunder and flash of lightning, nothing in the game world truly happens thats outside of player control. Kaitlin, the player character, has arrived to…

In the first 30 minutes of playing Gone Home, nothing happens. For the next 30 minutes, still nothing happens. Other that the rain hitting the roof and the occasional loud clap of thunder and flash of lightning, nothing in the game world truly happens thats outside of player control.

Kaitlin, the player character, has arrived to her family’s new home in Oregon after a year abroad in Europe, but no one is home. The player must explore the house and try to figure out what happened. At least, this is what has been the objective clear to me so far.

The house is very big and extremely eerie. Every time I turn a corner I expect a creepy figure to be lurking in the shadows, but there never is. I wait for items to fall off of shelves as if pushed by a poltergeist, but again nothing happens. The player moves with the computer arrows, looks around with the mousepad, and picks things up by clicking. These are really the only thing that happen. If the player stops moving the arrows or mouse, the whole game remains still and the same. The player is the only one who can initiate change.

There is one thing that happens relatively out of the player’s control. After picking up certain items, a journal excerpt written for Kaitlin by her younger sister Sam will begin to play.

The main actions in the game consist of opening doors, grabbing and examining items, reading papers or letters, and turning on lights. Sometimes these controls are different, and when they are it sticks out.

For example, when Kaitlin is exploring Sam’s room and comes across a stuffed animal on the bed the control says “Oh it’s Steggy!” instead of what would normally be “grab [item].” The player can still pick up the toy by clicking and put it back, but whenever the cursor hovers over steggy it says the same message. Another example is when Kaitlin comes across a condom in her parents’ dresser. It says “Ew.” These more personal messages come up a few other times as well.

These changes in controls and mechanics of the game serve to characterize our player character Kaitlin. As the game begins we don’t know much about her other than that she just returned from traveling Europe. These messages in the form of controls give Kaitlin a voice. From them we can tell how she feels towards Sam (and towards the idea of her parents’ sexual relationship.) Outside of these short bits of Kaitlin’s voice, the game gives no glimpse into Kaitlin’s head or life. We never even see a part of Kaitlin’s body when we pick things up. They also make the game more personal and less lonely. So far in the game, there have been no other characters and no dialogue exchange through which we familiarize ourself with our player character,

 

 

Whitewashing a Japanese Game

Console Game: Kingdom Hearts Is Kingdom Hearts Whitewashed? “I find it problematic that in the Kingdom Hearts series, Xehanort/Ansem/Xemnas is the main villain and he’s dark-skinned while all the other original Kingdom Hearts characters (good and bad) are light-skinned. I don’t think there’s an original KH character who is dark-skinned and good.” (http://stopwhitewashing.tumblr.com/post/31303774224/i-find-it-problematic-that-in-the-kingdom-hearts) Ahem… so there’s something else … Continue reading “Whitewashing a Japanese Game”

Console Game: Kingdom Hearts

Is Kingdom Hearts Whitewashed?

“I find it problematic that in the Kingdom Hearts series, Xehanort/Ansem/Xemnas is the main villain and he’s dark-skinned while all the other original Kingdom Hearts characters (good and bad) are light-skinned. I don’t think there’s an original KH character who is dark-skinned and good.” (http://stopwhitewashing.tumblr.com/post/31303774224/i-find-it-problematic-that-in-the-kingdom-hearts)

Ahem… so there’s something else I noticed while playing Kingdom Hearts. It’s something I noticed when I was younger as well, and which must be addressed. Although SquareEnix is a Japanese company, all of the characters have white European features. For example:

Sora, the main character, has blue eyes and brown hair. None of the characters portray Asian features, which might make sense if the companies working together were targeting Western children on purpose. It’s somewhat disappointing, however, that the main character had to fit the stereotype of what young gamers were perceived to look like. That’s really the motive behind this, right? The target audience is young adolescent white boys living- being white is the norm. By the way, this is how the villains look:

This is how the villains look in the Aladdin world:

Yep…

Back to the main point, as one author points out:

“Racial representation is still a thorny issue. And while there have been a few articles I’ve read that deal with race issues in gaming, I’ve noticed a disturbing trend: the writers often suggest that whites and Asians make up much of the workforce in the gaming industry, but then they skip directly to a conversation about the lack of Black, Latino, and Native American characters in games.”

Apparently, this is because so many Asians make up the work environment of the video game industry. Nevertheless, this begs the question: “if there are so many Asians who work in the game industry and play games, why are there so few Asian characters?”

“Asians are perceived as being too foreign to be American.” In issue #245 of Game Informer there is an article about localizing Japanese games for American audiences. One of the producers admitted that the staff was concerned that some of the characters were “too Japanese” and would end up “alienating Western consumers.” In the case of the game, Persona, the two Asian characters were changed into African American characters. (https://thenerdsofcolor.org/2014/02/24/missing-polygons-asians-race-and-video-games/)

In our class we’ve often discussed how the issue of identity is critical to gamers – think Gamergate. We have not, however, discussed solely Asian American identity and portrayal in video games, which would open a lot of new doors. Asian Americans are portrayed in a stereotypical light whether it’s the Oriental princess or the nerdy sidekick. Why can’t there be more Asian characters? Specifically, why can’t there be more Asian characters in a game made by an Asian company?

Crossing into the Disney Brand

Console Game: Kingdom Hearts Crossing into the Disney Brand SquareEnix worked with Disney to create Kingdom Hearts.  SquareEnix gained popularity by creating unique characters and appealing to a teen audience. Although SquareEnix gained popularity for creating the Final Fantasy series, it received criticism over not creating games with sensible story lines. Disney, on the other hand, is known for creating touching story lines and cute kiddish characters. … Continue reading “Crossing into the Disney Brand”

Console Game: Kingdom Hearts

Crossing into the Disney Brand

SquareEnix worked with Disney to create Kingdom Hearts.  SquareEnix gained popularity by creating unique characters and appealing to a teen audience. Although SquareEnix gained popularity for creating the Final Fantasy series, it received criticism over not creating games with sensible story lines. Disney, on the other hand, is known for creating touching story lines and cute kiddish characters. When these two companies collaborated, they created a game that took over the market for several years. Originally released in the early 2000s, Kingdom Hearts still has sequels that are being released. The original Kingdom Hearts made approximately 4.68 million dollars in revenue. It sold 3.45 million in US, 1.23 million in Japan, and shipped 5.9 million worldwide. Needless to say, it was a huge success.

The game uses cross overs to bring SquareEnix characters into contact with major Disney characters such as Mickey Mouse, Goofy, and Donald Duck. This goes a step further when other Disney characters and worlds are introduced into the story and open for exploration such as the Little Mermaid, Alice in Wonderland, and Tarzan. By using these common and famous Disney stories, the game offers a sense of familiarity for its players. The player knows that Ursula, the Red Queen, and the black panther are all antagonistic characters. The player is also familiar with the cunning nature of the Cheshire Cat and the loving nature of Jane and her father. This becomes an advantage for the player, because the player knows what to expect. All of the worlds follow in accordance with their original stories. SquareEnix just added a twist.

The Disney brand was essential to the success of this game, because without it there would be no Kingdom Hearts. Without it, the game would lose a ton of marketing especially towards younger kids who enjoy Disney. By slapping Mickey Mouse and other recognisable figures onto the cover, the game was able to reach a broader audience and sell out quickly. The Disney brand wields an enormous amount of power