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.

Late for the sky

Enter Skyrim. Here is a game with virtually limitless horizons and the unshackled freedom to discover them. For an adult gamer with many things more crucial than math homework to ignore (or deface), games in The Elder Scrolls series can be daunting in their scope and autonomy. To a great extent, these adventures are the culmination of early infatuations with The Legend of Zelda and its ilk.

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A modern classic ... with a touch too much of both. [Source: 72 Pins]
 

As the NES gave way to the 16-bit era, and the 16-bit to the 3D dominions of the PlayStation and N64, gamers had tangible -- if shoddily textured -- fodder with which to begin fathoming the arrival of an adventure of this magnitude. Skyrim is a landmark success for us would-be explorers.

But, as much as I adore developer Bethesda’s magnum opus, it can’t be given a free pass, either. In many ways, it violates the core principle of this article. Various shades of manure continue to be the palette from which Skyrim’s graphical style is drawn. Of course, the landscape’s pervasive blanketing of snow conceals much of the standard browns and grays. This element, however, only further robs the game of color.

Fans may argue that the desolation of Skyrim is dictated by its location on the Tamriel atlas. Conceding this point does nothing to elevate the game’s aesthetic above its contemporaries, however, as the look of every title should more or less match its setting. The pervasive ugliness resulting from these choices is in large part what we’re protesting. Whatever the reason, the end result is a game that -- while vast and free -- strictly adheres to the monochromatic trend.

Stepping away from Skyrim’s drabness, the visual nods to Norse mythology do help the game stand slightly above the threadbare façade of most examples in the genre. Yet, when it comes down to it, the game does too little to distance itself from its sword and sorcery heritage to truly feel fresh or mysterious.

And while this thematic baggage wouldn’t have given that pie-in-the-sky lover of Link’s first outing the slightest qualms, his spoiled and jaded descendant has had the misfortune of 25 years of déjà vu to color his views. These quibbles notwithstanding, our world is truly a better place with Skyrim than without.

Is our die irretrievably cast?

So here we approach what may be the crux of the argument. Does the heart of the problem lie more in an inability of the medium to transcend its roots? The traditions of comics, sci-fi, and Dungeons and Dragons have stamped an indelible mark upon the look and feel of video games. Of course, those hallmarks may have appeared somewhat fresh during gaming’s formative years, but they have since become increasingly humdrum.

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Do the hang-ups of modern games stem from the sins of our fathers?
 

Regardless of age, it’s an aesthetic with a loyal band of adherents. Having grown up on Tolkien myself, I admit to a weak spot for castles, magic, dragons, orcs, elves, and all the tropes of his worlds and their descendants even if they wear their influences too baldly, displaying little inventiveness of their own. Nor is it a milieu I would wish to disappear entirely. A twinge of nostalgia still hits home no matter how many fire, water, or ice terrains I traverse. 

At the same time, this decades old recipe has become both a crutch and a roadblock for the creation of more imaginative and original worlds. This, of course, applies to other overly familiar settings. Be they your garden-variety battlegrounds and post-apocalyptic wastelands or the trappings of the latest outerspace adventure -- whether featuring a Star Wars or Star Trek skin or some drab mishmash of the two -- these are bankable landscapes ground into staid similitude by too many years of repetition.

To some extent, any game in a given category has become more like a sequel or side story of its genre-mate, visually speaking, and, too often, in its fundamental mechanic. By this estimation, Skyrim, a high-water mark in the series, would make sword-and-sorcery, high fantasy-themed adventure part 20XX. Overly reductive? Definitely. But less and less so as we descend further into these cut-and-paste times.

 
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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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