Déjà doo-doo: Charting the chronic familiarity of video game landscapes

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Wednesday, November 07, 2012
EDITOR'S NOTEfrom Rob Savillo

Have video games felt a little too "on rails" lately? Brian argues so, with great insight, and segues into a thoughful discussion of the drab, colorless worlds that we're no longer given the freedom to explore.

The myth of an 8-Bit Eden

Plenty will share these thoughts, maybe even accusing me of beating a dead horse. On the other hand, I know that many other readers will feel the opposite, saying the only problem lies in my examples.

For instance, to address the latter, yes, one might assert that the 8-bit era was saturated with Mario clones. This is largely true. Yet, whereas the side-scrolling platformer was a new genre in those early days, the current console cycle is swamped with a game-style that was born in the '90s. And as NES developers, both first and third party, turned the genre that Mario made famous on its head, side, and back again, getting the most out of every vibrant pixel, today’s polygonal worlds are stuck in neutral.

The ability to render such a close approximation of reality seems to not only have fenced off the boundaries of modern game worlds but seems to have numbed our craving for departures from them in the process. Limitations are often said to stimulate creativity, and that was clearly the case in the early days, where the artistry of developers in turn sparked the imaginations of their audience.

Today, however, we’ve witnessed a reversal -- the limitations of current video game environments have dulled rather than goaded the desires of modern adventurers.

Mostly charted, completely scripted

That said, I’ll volunteer my own hypocrisy. I’m certainly part of the problem, having played and enjoyed many of the above games. Nevertheless, the titles that I typically gravitate toward hold another promise. Take, for example, a game like Uncharted: Drakes Fortune. On the surface, this game would seem the antidote to all that ails our industry. The very title evokes a quest to exotic locales in search of trials and treasures.

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Too bad so much of Uncharted is unchartable.
 

However, the actual gameplay does little to fulfill this promise. Instead of a wide-open adventure full of danger and reward, the game shepherds the player along a tightly scripted path, muting the menace of pitfalls with simple redos and rigid handholding.

While the environments are wonderfully detailed and -- at least with latter entries in the series --splashed with some color, they are no less than mirages. Their very existence makes the rigorous tunnel-vision of the gameplay all the more painful. The desire to open that door or climb that mountain is worthless unless it’s the door or the mountain dictated by the game’s script. And despite all of the production values and graphical panache, for those in search of so heavily scripted a journey, any one of the Indiana Jones films offer a better -- not to mention more original -- story.

Perhaps it’s this very ability for modern games to resemble movies that has caused the experiences they present to also mimic cinema. Neglecting the interactivity of games renders moot the medium’s greatest strength.

While, yes, there is a vicarious, if more voyeuristic, delight in filmgoing, it’s the draw of filling the shoes of the hero and making choices with real weight that give video games their advantage if not their central raison d'être. One might go so far as to blame this tendency to funnel players along a predetermined course as one reason for so much topographical retreading. Why construct unique worlds if they can’t be fully combed and conquered?

Perhaps this is the reason -- despite the comparative limitlessness of modern storage formats -- that the experience of too many of today’s games is akin to those chase scenes in old cartoons with the same backdrop playing in a loop. Did they think we would be so hypnotized by the clichéd narratives and so distracted by our itchy trigger fingers as to quell that urge to burst through the repetitive artifice?

 
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Comments (7)
Bmob
November 05, 2012

"Did they think we would be so hypnotized by the clichéd narratives, so distracted by our itchy trigger fingers, as to quell that urge to burst through the repetitive artifice?"

Yes, because we are. Well, I'm not, but the sales tell the story.

The slightly funny and incredibly annoying thing is that the much-maligned JRPG genre--forever lambasted as stale-- has many, many examples that buck this trend. Star Ocean: The Last Hope has colour seeping from every pore. Verdant forests in abundance, an ocean horizon that genuinely left me awe-struck for the first time in years... admittedly a lot of inside areas are generic sci-fi grey, but there's enough of a punching of colour to buck the Western trend somewhat. Final Fantasy XIII and XIII-2, even. They weren't half as successful as I'd have liked, but the variety of colourful landscapes would have Mario blushing.

Infinite Undiscovery had a smattering of beautiful dungeons. Lost Odyssey, too (http://lostodyssey.wikia.com/wiki/Side_Quest:_Crystals_From_the_Crimson_Forest). Even Magna Carta 2--which has a decidedly dreary landscape--makes some distinction with fantastically exaggerated characters and the full spectrum of yesteryear's special effects.

And then there's Blue Dragon, Tales of Vesperia, and Eternal Sonata. Three stunning, crafted games. There are a dozen unique and vibrant areas in each, epitomised by an art style that isn't afraid to take risks.

If you want more good looking games, buy them. They're there, but they're dying because the masses flock to Call of Duty every year.

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November 05, 2012

"They're there, but they're dying because the masses flock to Call of Duty every year." 

Very true. In fact, I intend on touching upon the Japan issue in part two. Whether or not you agree with those who are ready to sign Japanese developers' death certificate (I'm not just yet), it's hard to deny that the influence of Japan on our industry as a whole is no where near what is was just 5-10 years ago. I'd argue that the dearth of this creative presence in our current visual vocabulary is a hefty share of the problem.

And, as you mentioned, we're fortunate enough to still see a number of colorful JRPGs every year, thanks to the efforts of Atlus, Xseed, and a few other niche publishers. Too bad companies like Square-Enix and Nintendo (who have the budgetary and marketing muscle to help these type of games find a wider audience) more and more often either stick to uninteresting retreads or fail to localize their more innovative titles.

As I said, I'll dig a little deeper in part 2. Thanks for you thoughts.

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November 07, 2012

I'm glad you mentioned Nintendo because they finally published and released one of their more interesting looking games in Xenoblade Chronicles. You'll be amazed at how much freedom there actually is in that game.

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November 09, 2012

I'm glad that finally happened. Though, one troubling aspect is that it took the petitioning of the Operation Rainfall taskforce to twist Nintendo's arm into doing so. That says that Nintendo didn't believe the market for such a game was significant enough to invest in it's localization.

Fortunately, NA sales doubled Japan's, which hopefully means it won't take such a groundswell effort next time Nintendo's faced with such a decision.

Too bad the community wasn't able to prevail upon the big N to bring over Mother 3, eh?

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November 08, 2012

It's not even just relegated to gaming. To me eyes, at least, there have been a growing number of movies and TV shows (especially in the action and horror genres) that have hit the screen with hyper-sharp focus, desaturated colors, and (in many cases) blown out whites.

It seems to be an overall trend in all manner of visual media, and it's gone from an avant garde style decision to being the norm. Not a huge fan.

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November 09, 2012

Agreed. Though I tried to limit my focus to games, Hollywood has become plagued with many of the same problems as video games, and often, I think, for similar reasons.

Is it just a conicidence that the genres you mentioned -- action and horror -- are ones more likely to employ computer graphics? If part of the problem is the need to conceal the artificiality of computer generated imagery, then we should see these limited hues replaced with wider palettes once sufficient advances in horsepower arrive. 

Then again, if these monochromatic visuals become part and parcel of the above genres, then it may mean their cementing for some time. Not only that, but as I alluded to in the article, if it means more money and a longer production schedule, then, from the perspective of a media company, why not go the cheaper route, since it's established as not only acceptable, but bankable?

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November 09, 2012

I hadn't really put together the high percentage of CGI in the movies and shows with the washed out pallette. Hmmm… That seems to make sense, given the theory behind why it occurs in games.

And I do agree with the feeling it's not going anywhere any time soon, for pretty much the same reasons you put forth here.

By the way, I must admit, it's one of those things I've noticed, and been cognizant of, but hadn't put the brain cells together to articulate. Thanks for the great article.

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