Keep it down outside!

Earthbound (SNES) starts of with very loud unrecognizable noises. These abstract noises drown the gameplay. There is chaos outside due to a meteor. Yes, mother, Ness is going to go investigate the noise outside. Similar to my first experience with another role-playing game, Pokemon, I spent quite some talking to every NPC as well as […]

Earthbound (SNES) starts of with very loud unrecognizable noises. These abstract noises drown the gameplay. There is chaos outside due to a meteor. Yes, mother, Ness is going to go investigate the noise outside. Similar to my first experience with another role-playing game, Pokemon, I spent quite some talking to every NPC as well as running around in circles due to spamming the “A” button and skipping important dialogue.

Pokey is a nuisance! He lost his brother Picky and blames it on the cops. He now needs the help of Ness to locate his brother. At least we get a bat and dog to take on the journey. The most valuable characters in all this mess are Ness’ parents and sister who make sure he is prepared to go out and become a hero. On our way to locate Picky, we are constantly attacked by crows, snakes and dogs.

The attack sequence is confusing. The animals do not have a health meter and they outclass Ness. There are various stats to keep track of: offense, defense, hit points, psychic points, speed, guts, and luck. Sadly, Ness’ dog is leaves as it wants no part in the investigation of the meteor. We found Picky! A bee from the future comes out of the meteor and begins to share a prophecy and something about Giygas?  Up to this point, nothing really makes sense in Earthbound. “Pokey apologized profusely!” Did I mention how unreliable Pokey is? Instead of attacking he apologizes to the enemy.

The strange world that is Eagleland leaves many unanswered questions. Its sci-fi world building is heavily reliant upon the conventional future beings returning to the past, but the interaction between characters returns the player to the real world feeling of “Would I investigate if a meteor landed outside our home?” I really enjoy feeling lost in this game as the game’s music makes it feel like the right state to be in.

The meteor was bound for Earth

The meteor was bound for Earth

 

Pokémon as a Form of Conservation

The Pokémon franchise is well known for its cast of colorful cartoon animals. Children of all ages easily come to love these creatures and do all that they can to raise them, but does this love of fictional animals translate … Continue reading

The Pokémon franchise is well known for its cast of colorful cartoon animals. Children of all ages easily come to love these creatures and do all that they can to raise them, but does this love of fictional animals translate into a love of real animals? Four professors at Cambridge seem to believe that it does not, but that it could. In their article, “Why Conservationists Should Heed Pokémon,” Andrew Balmford, Lizzie Clegg, Tim Coulson, and Jennie Taylor detail how they came to this conclusion.

Many Pokémon resemble flora and fauna from our world, so does this foster a protective instinct?

Many Pokémon resemble flora and fauna from our world, so does this foster a protective instinct?

In the article, the researchers discuss an experiment they conducted which determined a child’s ability to recall the names of a random selection of local wildlife and a random selection of Pokémon (Balmford et. al. 2367). Unsurprisingly—depending on your Pokémon fan status—the children were much more able to recall the names of the Pokémon than they were able to recall the names of the local wildlife (Balmford et. al. 2367). The researchers cite this result as proof that kids can get excited about wildlife and conservation when they are interested in the subject (Balmford et. al. 2367).

While I believe the researchers are making an interesting point, I am having some trouble with their tangential association of conservation to Pokémon. In my opinion, the researchers only focused on Pokémon as an example of a way that conservationists could go about improving interest in conservation. However, when I played Pokémon X, I found the game to contain an extremely conservationist message. Throughout the game, the player encounters numerous characters that encourage the player to develop a strong, loving relationship with their Pokémon. In the Pokémon world, the Pokémon are wild animals, so the game is therefore advocating that the player develop a relationship with wild animals outside of the game’s magic circle.

Pokémon X’s conservationist message can also be seen through the game’s villains: Team Flare. Team Flare seeks to make the world a “more beautiful place.” Though they aim to achieve this goal by eliminating Pokémon and conflict by enslaving the population, their message is still rather conservationist. In defeating the villains, the player enables all of the wild Pokémon to continue living a peaceful life, thereby preventing a mass extinction event—another conservationist cause.

Team Flare seeks to make the world a better place, some of their goals include maintaining energy consumption at conservable levels.

Team Flare seeks to make the world a better place, some of their goals include maintaining energy consumption at conservable levels.

These are just some of the many examples of the conservationist messages scattered throughout Pokémon X. I fully believe that these researchers missed the mark in their article. Rather than focusing on the things conservationists do wrong, they should have focused on the things Pokémon X and the Pokémon franchise do to further the conservationist cause.

 

Works Cited:

Balmford, Andrew; Clegg, Lizzie; Coulson, Tim; & Taylor, Jennie. “Why Conservationists Should Heed Pokémon.” Science, vol. 295, no. 5564, 2002, pp. 2367–2367.

Image Sources:

  1. https://www.pinterest.com/Lizzykatt77/pokemon/
  2. http://pokedream.com/games/pokemon-xy/14-anistar.php

 

The Casually Hardcore Pokémon X

In my opinion, the Pokémon series was always a game series for hardcore gamers. With type advantages, and the stats of various Pokémon to memorize and manipulate, it always seemed daunting to take my experience as a casual gamer into … Continue reading

In my opinion, the Pokémon series was always a game series for hardcore gamers. With type advantages, and the stats of various Pokémon to memorize and manipulate, it always seemed daunting to take my experience as a casual gamer into the Pokémon world. However, when comparing my experience playing Pokémon X to the characteristics of casual games found in Jesper Juul’s, “What is Casual,” I found it extremely difficult to clearly classify Pokémon X as a casual or hardcore game.

The first characteristic of a casual game is fiction. The cover of Pokémon X immediately clues the player into the game’s fictional setting. Taking place in a world populated by colorful cartoonish animals known as Pokémon, the game quite obviously satisfies this requirement.

The cover to Pokémon X's box shows the positive fiction used in the game by highlighting one of the cartoonish and colorful Pokémon found in the game

The cover to Pokémon X’s box shows the positive fiction used in the game by highlighting one of the cartoonish and colorful Pokémon found in the game

It should be noted however, that Pokémon X contains some fictions more closely associated with hardcore videogames. Throughout the game, the player must battle the villainous Team Flare, a group of thugs who commit various crimes in an attempt to take over the world. This effort culminates in the activation of an “ultimate weapon” which has the power to kill all the Pokémon in the world (see video below). The inherent dangers of these plot points and setting provide an experience more characteristic of a hardcore game rather than a casual game.

Like the blurred aspects of Pokémon X’s fiction, the usability of the game also does not clearly classify it as a casual or hardcore game. The majority of Pokémon X’s controls are easy to use and understand. To move the protagonist, the player pushes the arrows of the control pad and there is a button for performing actions and another for canceling actions. However, Pokémon X also relies on a turn-based combat system that could be confusing to novice players. The turn-based combat relies more on the manipulation of stats (as the fastest Pokémon attacks first) and the player’s careful planning rather than a free-for-all combat system which allows the player to simply push buttons until their opponent is subdued.

The Pokémon series has many long-term fans, yet still attracts new players. The inability of Pokémon X to be clearly classified as a casual or hardcore game could explain the universal appeal of these games. Even if we take into account Juul’s remaining three aspects of casual games, the classification is still foggy as some aspects (interruptibility) push the game towards becoming a casual game, while others (difficulty/punishment and juiciness) are more reminiscent of hardcore games. These blurred lines suggest that Pokémon X is a much more complex game than it might appear, or that Juul’s classifications are not as clear and universal as they seem.

Works Cited:

Juul, Jesper. “What Is Casual.” A Casual Revolution: Reinventing Video Games and Their Players. Cambridge, MA: MIT, 2010. 25-63. Print.

Image Sources:

https://en.wikipedia.org/wiki/Pok%C3%A9mon_X_and_Y

The Shackles of Pokémon X

The Pokémon game series is one of the most popular and successful handheld game franchises in modern history. The formula of each game is similar—players take control of a young adventurer who seeks to raise a strong team of Pokémon … Continue reading

The Pokémon game series is one of the most popular and successful handheld game franchises in modern history. The formula of each game is similar—players take control of a young adventurer who seeks to raise a strong team of Pokémon to defeat opponents in battle. It has been many years since my last Pokémon experience, so it was extremely nostalgic for me to play Pokémon X. While playing the game, I was immediately struck by how limited I was as a player, especially for a game that appears to give players so much choice.

Within the narrative framework of the game, the protagonist lives a life of relative freedom. For example, even though the character is only 10 years old, they can explore the country unaccompanied by an adult and can make decisions about which towns to visit, and which Pokémon to battle and which to raise. Unfortunately, this freedom is not mirrored in the player’s opportunities. During my experience playing Pokémon X, I found the game to be extremely oppressive in what actions I could undertake.

This image shows the map of the Kalos region, with each town and route labeled

This image shows the map of the Kalos region, with each town and route labeled

As seen from the map above, the Kalos region—the name of the country where Pokémon X is set—is quite expansive. However, the player is not able to explore all these paths at any moment. In some instances, non-player characters will block some of the routes and tell the player, “you do not want to go that way,” if the player attempts to pass. In other instances, some type of object will be blocking the path and the player is unable to pass unless they undertake a side quest to give them the ability to move the object.

At this point in the game, a snorlax blocks the character's way, so they must travel down Route 7 to retrieve a flute to wake the Pokémon up

At this point in the game, a snorlax blocks the character’s way, so they must travel down Route 7 to retrieve a flute to wake the Pokémon up

The other aspect of the game that I found limiting had to do with the actual Pokémon raising. Though there are hundreds of Pokémon that inhabit the Kalos region, the player is only able to hold 6 in their party at a time. As Pokémon get stronger by battling other Pokémon, the game almost advocates for the player to choose a core 6 Pokémon and stick with them to compete against the stronger trainers encountered later in the game. The game even forces the player to catch the games legendary Pokémon, Xerneas, at one point in the game, eliminating the player’s choice altogether.

The left side of this image shows the maximum 6 Pokémon in the players party while the right side shows the Pokémons maximum number of four moves

The left side of this image shows the maximum 6 Pokémon in the players party while the right side shows the Pokémons maximum number of four moves

Also limiting is each Pokémon’s ability to only know 4 moves at a time. Whenever a Pokémon levels up and attempts to learn a new move, the player must choose one of the original moves to forget. Much of the time, once the Pokémon forgets a move, it is gone for good. These limitations imposed on the player combine to create an experience that I found extremely frustrating, especially when I compared my experience as a player to the experience of the protagonist within the game’s narrative.

Image Sources

  1. http://www.serebiiforums.com/showthread.php?594375-The-Kalos-Region-Thread
  2. http://www.gamerguides.com/pokemon-xy/main-walkthough/to-gym-2-part-1/route-7-riviere-walk-1st-visit
  3. http://kotaku.com/tips-for-playing-pokemon-x-y-1444982237

 

 

Pokemon Un(Nuz)Locked

The Pokemon games have always easy to play. Its game mechanics fit into the “easy to play, hard to master” philosophy nicely. Pokemon: Alpha Sapphire takes these easy mechanics to a new game level by introducing mechanics that make this fairly easy game somehow even easier. Pokemon now receive experience from battling Pokemon that don’t … Continue reading “Pokemon Un(Nuz)Locked”

The Pokemon games have always easy to play. Its game mechanics fit into the “easy to play, hard to master” philosophy nicely. Pokemon: Alpha Sapphire takes these easy mechanics to a new game level by introducing mechanics that make this fairly easy game somehow even easier. Pokemon now receive experience from battling Pokemon that don’t faint but get caught, and the EXP (experience from battle) share applies to the whole party (as implemented first in Pokemon: X and Y). Gone are the days of having to use then promptly switch out a weak Pokemon to a stronger one. For someone who’s played Pokemon—one of the most formulaic games series ever—for a good bit, this gets really boring. However, while I was browsing the internet during my play session of Alpha Sapphire (it got so boring), I discovered a meta-game older Poke-players called the Nuzlocke challenge. It definitely makes things more interesting.

The Nuzlocke challenge is something a self-proclaimed “bored not-yet webcomic artist UC Santa Cruz” (Nuzlocke.com). This student, the one known online as Nuzlocke, started a play through of the original Pokemon Ruby in 2010 in which he implemented two rules to make the game more interesting and difficult. On his website, Nuzlocke states that “1. He could only capture the first Pokemon he encountered in each new area. 2. If a Pokemon fainted he would consider it dead and release it” (Nuzlocke). These are the two main rules of any Nuzlocke challenge but each user can add other rules to further increase the difficulty. According to game journalist Patricia Hernandez, these other rules are frequently added to Nuzlocke playthroughs: “You can’t play with traded Pokémon, unless it’s a Pokémon an NPC can trade you. 4. No resets. 5. If you black out (as in, if all the Pokémon in your party faint), that’s it. The playthrough is done. Game over. You gotta restart if you wanna keep playing…Banning the use of Potions and healing items…No catching/using Legendary Pokemon…Pokemon must be nicknamed” (Hernandez). These player-added and self-disciplined rules exponentially increase the difficulty of a game designed to be extremely simple. The older Pokemon players made a game out of a game (a metagame, if you will) to fulfill a need for challenge. This exemplifies how adding rules can change the whole meaning of a previously well-established game. 

However, the most interesting to note in players’ responses to their Nuzlocke runs isn’t so much the marvel at how much more difficult the game is. What struck me most about their responses is that players reported becoming much more attached to their digital pocket monsters. In addition to the ownership they got from having to name their Pokemon, the added stake of “death” (releasing a Pokemon) really makes players acknowledge the bond they form with these digital creatures you spend so much time training and using. One YouTuber, ProJared, whose finale of a Nuzlocke run I watched was legitimately yelling and on-edge during his battle with the champion of the Elite Four. I know he was doing it for an audience, but I could still genuinely feel his frustration, anxiety, and genuine connection to Pokemon he managed to level up for presumably many hours among countless close calls and “deaths” of many other good Pokemon (here’s a link to the video if anyone’s interested: https://www.youtube.com/watch?v=zlSbrwxPZso&index=36&list=PLO7ChEvlE6fcO8tMq7hhuf5qy1cwZyp6e; ProJared). Not only can the metagame of Nuzlocke add difficulty, it can also make you attached to the cute little creatures who can get taken away from you like those you love in real life. Nuzlocke has strengthened the nostalgic connection to Pokemon for older players, bringing an element of reality into a game of absolute fantasy. 

Works Cited:

Hernandez, Patricia. “Think Pokémon Omega Ruby and Alpha Sapphire Are Too Easy? Try This.” Kotaku, 26 Nov. 2014.

ProJared. “Nuzlocke Challenge – FINALE: The Champion.” YouTube, uploaded by ProJared, 10 Sep. 2013, https://www.youtube.com/watch?v=zlSbrwxPZso&index=36&list=PLO7ChEvlE6fcO8tMq7hhuf5qy1cwZyp6e.

“What is the Nuzlocke Challenge?” Nuzlocke.comhttp://www.nuzlocke.com/challenge.php.

Pokemon aren’t really real (Ryan Rotella)

In theory, the concept of Pokemon seems dark and bloody. People roam and wander throughout the world to hunt and capture wild, cute creatures into storage devices (either portable spheres or files on a computer). These creatures are then used to fight other similar creatures against people who have nothing better to do and stand … Continue reading “Pokemon aren’t really real (Ryan Rotella)”

In theory, the concept of Pokemon seems dark and bloody. People roam and wander throughout the world to hunt and capture wild, cute creatures into storage devices (either portable spheres or files on a computer). These creatures are then used to fight other similar creatures against people who have nothing better to do and stand around all day looking to fight at anyone who walks through their gaze. It sounds pretty grim. Until you play the actual game, which has delightful graphics, a sunshine view of people and Pokemon in harmony, and fun. Pokemon’s really fun (a shocking take, I know). In my last post, I said that this game was essentially capturing and having animals fight for my personal glory; this game is still that but after further thinking, that doesn’t ruin the game. This is because Pokemon has no root in reality and never claims to simulate real life, only create a new world of Pokemon. 

Galloway states for a game to be founded in realism (as opposed to realisticness), it must have “a true congruence between the real political reality of the gamer and the ability of the game to mimic and extend that political reality” (Galloway 83). Pokemon (before Pokemon X and Y, which features a story centered on the ethical dilemma of Pokemon fighting) does not attempt to match any sort of genuine political reality of the gamer. Sure, the human characters look like cartoon people but still human people. I have to walk to a store to buy products, and I make money off of winning competitions I strategize and train over (yay capitalism). The argument can even be made to critique the flawed Silicon Valley ideal implicit in being “the best like no one ever was” (Pokemon Theme Song lyrics). But that kind of theorizing comes off of as kind of ridiculous. No player ever goes into Pokemon with the expectation that it is depicting the “real world” or any circumstances relevant to the player. If anything, Pokemon, especially the remake Pokemon: Alpha Sapphire, is escapist entertainment, promising a clear fantasy world that gives the player more control than they do in real-life. In military simulators like America’s Army and Under Ash, these games are designed to be realistic simulations and stories of war and modern armed conflict. Both act as sites where player can take the roles of marginalized people in these conflicts (more convolutedly in America’s Army) and experience similar actions in the digital world that a player might experience in their real social reality. This is why Galloway examines military games in that chapter (“Social Realism”) of his book (Gaming: Essays on Algorithmic Culture). Transplanting social realism to fantasy games is ineffective because these games have no reality rooted in the actions within the game world.

For this reason, the game PETA released to protest the animal fighting, Pokemon: Black and Blue, has gotten mainly negative responses (apparent in any comments on any review or mention of it) (Schreier). PETA tries to argue that the combat system that uses Pokemon in the whole Pokemon series is akin to real-life animal fighting. These games, therefore, numb people to real-life animal fighting and normalizes it. PETA, in its parody game, places players in the roles of Pokemon who try to liberate other Pokemon from their cruel and abusive human trainers. I will admit this concept would have been very poignant if it were applied to any real-world context, not Pokemon. PETA ruins their aim for a socially realistic game by attacking fantasy, satirizing a world that everyone recognizes as not tied to reality in any way other than the digital world. There has not been an increase of kids trying to capture wild animals and have them fight for sport to the death. Even 8 year olds know that Pokemon is not real. However, if their game placed players in a more realistic rooster about to fight for a group of digital people in a realistically-looking barn in rural Alabama, PETA would have an effective game. But Pokemon isn’t the grim bloody reality that is real animal-fighting. And we shouldn’t pretend it is when we talk about it. Don’t get me wrong. Using pocket monsters, some of which are based on real animals, to fight for sport is still weird and a little unsettling. Then again, there are three Pokemon based off of ice cream and one that is based on a chandelier. So, let’s not treat the former card game (turned digital game) as a pure work but let’s also not treat as the most insidious cultural artifact. I would rather focus on saving endangered turtles by the Great Barrier Reef (which is close to dying) than make sure my Blastoise is safe. 

Works Cited:

“Chandelure.” Bulbapediahttp://bulbapedia.bulbagarden.net/wiki/Chandelure_(Pok%C3%A9mon).

Galloway, Alexander R. Gaming: Essays on Algorithmic Culture. University of Minnesota Press, 2006. Print.

Jon D. B. “25 of the Most Useless Pokemon in the History of the Franchise.” Image #21 from  Playbuzz, 23 Nov. 2014, http://www.playbuzz.com/jonb10/25-of-the-most-useless-pokemon-in-the-history-of-the-franchise.

“Pokemon Alpha Sapphire for Nintendo 3DS.” Toys R Ushttp://www.toysrus.com/buy/kids-family/pokemon-alpha-sapphire-for-nintendo-3ds-ctrpecle-41442386

Pokemon X. “Pokemon Theme Lyrics.” Metro Lyricshttp://www.metrolyrics.com/pokemon-theme-lyrics-pokemon.html.

Schreier, Jason. “Humans Are the Enemy In This Ridiculous PETA Pokémon Parody.” Kotaku, 8 Oct. 2012, http://kotaku.com/5949895/humans-are-the-enemy-in-this-ridiculous-peta-pokemon-parody