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Rant: Boring at the Top (Empowerment, Difficulty, and Apathy)

Christian_profile_pic
Friday, October 22, 2010

A few weeks ago I started playing Okami for the second time since its original release in September 2006. I did so on a  ‘new game plus’ using my original save file, complete with all the abilities, items, weapons, and money I had when I first finished the game.

After playing for a few hours I had a tragic and unwelcome realization: I was bored -- with Okami; one of the most beloved, unrecognized and beautiful games ever made.

For a while, I tried to wrap my head around how this could be and what it meant. Has the game aged so poorly? Was it never as good as I thought it was? Did I just buy into all of the hype, praise, and mass depression following its commercial failure? What does this mean for the upcoming sequel we never thought would be (Okamiden)?

Desperate for answers, I came to the erroneous conclusion that the game’s gorgeous art, which was so pretty on my old CRT TV, just didn’t look as good on my new HD set. I scoured the Internet, searching for a cheap used copy of the Wii port, as well as an answer to my question: is Okami worth buying twice?

As I poured over screenshots and footage of the Wii version, I realized that there was nothing wrong with the way the original looked on my new TV. My nostalgia, to which I am extremely susceptible, was blowing my memory of Okami’s visuals to hyperbolic heights. Meanwhile, the Wii version, with its super-saturated colors, only seemed to betray the muted, watercolor aesthetic of the original. Widescreen and brighter colors were not the answer.

So, I decided to give Okami another shot. Only this time, I started the game up from scratch; no massive health bar, super-powered weapons or pope’s ransom worth of cash. I was just a poor, weak deity, progressing through the game as originally intended. After replaying those first few hours, I struggled to put the controller back down and go to bed.

Without a complete health bar, I actually had a reason to avoid enemy attacks. Without upgraded, end-game weapons, I wasn’t one-shotting demons to death. Without an overflowing wallet, money had value again; without four full astral pouches to resurrect me upon death, food became important again. Most importantly, experience points had relevance again, as did all of the side-quests and optional tasks that reward them. Basically, the game had purpose; purpose it lacked when I started as the Shinto God Victorious, scoffing at the mortal world and its problems.

This experience led me to a somewhat convoluted conclusion: gaining power is fun, but having power is boring.

You could say that this is a selfish concept. Okami casts you as a benevolent deity, but my only impetus for playing the game -- for helping mortals, restoring nature and dispelling curses -- isn’t benevolence, but personal gain. For every good deed, I’m rewarded with an explosion of colorful orbs that are vacuumed into my avatar, making me more powerful. Contrast this with the real world, where we’re often taught to believe that a good deed is its own reward.

But in the game world, the lack of reward is very limiting. Being powerful makes a game’s numerous and varied offerings redundant and unnecessary. Basically, I was bored with Okami on new game plus because I wasn’t being forced -- or even encouraged -- to explore everything the game has to offer. Being powerful just made me apathetic.

 
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Comments (8)
Default_picture
October 22, 2010

I agree, but only to a certain extent. One of my favorite gaming experiences was while playing Resident Evil 4 on professional mode. It was terribly, horribly, wretchedly difficult. I sweat blood and tears getting through that game, and when I finally beat it, I got the start a new game with all my health upgrades... and the Chicago Typewriter, a machine gun that fired magnum-powered bullets enough to kill pretty much anything in a shot or two. And it was delicious. I tore through the entire game in a matter of hours, delighting in every moment of bloody retribution. 

I think that's the key: I'm happy with godlike power, but only if I think I've earned it first. THEN it's fun. But just starting a game up after not playing it for years and starting on god mode instantly doesn't work for me. I totally support post-game bonuses.

Me_and_luke
October 22, 2010

Interesting article, and I agree with some of your sentiments, but I really think it rides on a game by game basis.  I couldn't help but be a little peeved with the aforementioned Okami's easy difficulty, as it never forced me to do anything different in combat (much less feel any worry about death).  On the other hand, I'm OK with Kirby's Epic Yarn being easy, as there are so many new and unique concepts to discover, that the game is meant just to be pure, continuous fun; I don't want to die in Kirby, thus ending the streak of fun, and having to repeat levels/gameplay over again.

Christian_profile_pic
October 22, 2010

@Bryan That's what I was trying to get at, though.  That it's not a matter of easy/hard or having fail states, but just that the game encourages the player to fully explore its mechanics.  TerRover did it through relentless trial/error; Okami did it through acquisition (of experience, money, items); Batman did it through balance and subverting its own mechanics.  Kirby (though I have not played it) seems to do it just through encouragement and pure enthusiasm for what it has to offer.

Me_and_luke
October 22, 2010

I see, but just to touch specifically on Okami, did you really feel encouraged to explore the mechanics of it? About halfway through the game, I had this amazing glaive combo power weapon, and a million "milk bones" (potions) in my stock, that I never had any fear going into a battle, and it just wasn't that interesting.  Of course, I loved the game overall based on the rest of its merits, but I really wish a pseudo-RPG like Okami would have challenged me more.

Christian_profile_pic
October 22, 2010

@Bryan: I totally know where you're coming from in regard to Okami's combat.  What I was getting at though, was that, being super powerful on new game plus, forced combat was all I had.  I had nothing to collect, no need to explore, no need to experience the game beyond going directly from Point A to Point B.  Large quantities of the game's charm were going to waste because I had no personal incentive to pursue, as you perfectly describe them, the rest of the game's merits.

Since all I had was that simple combat, I didn't see any point in playing.  Basically, Okami on new game plus had the stick, but no carrot.  I became cynical, which is the last thing that I want from Okami.  ;)

Christian_profile_pic
October 22, 2010

@Bryan: I totally know where you're coming from in regard to Okami's combat.  What I was getting at though, was that, being super powerful on new game plus, forced combat was all I had.  I had nothing to collect, no need to explore, no need to experience the game beyond going directly from Point A to Point B.  Large quantities of the game's charm were going to waste because I had no personal incentive to pursue, as you perfectly describe them, the rest of the game's merits.

Since all I had was that simple combat, I didn't see any point in playing.  Basically, Okami on new game plus had the stick, but no carrot.  I became cynical, which is the last thing that I want from Okami.  ;)

Christian_profile_pic
October 22, 2010

@Bryan: I totally know where you're coming from in regard to Okami's combat.  What I was getting at though, was that, being super powerful on new game plus, forced combat was all I had.  I had nothing to collect, no need to explore, no need to experience the game beyond going directly from Point A to Point B.  Large quantities of the game's charm were going to waste because I had no personal incentive to pursue, as you perfectly describe them, the rest of the game's merits.

Since all I had was that simple combat, I didn't see any point in playing.  Basically, Okami on new game plus had the stick, but no carrot.  I became cynical, which is the last thing that I want from Okami.  ;)

37893_1338936035999_1309080061_30825631_6290042_n
October 23, 2010

I think what you're really getting at here is the concept of the "thrill of the chase." Like a dog going after a car, what are you really going to do once you attain that which you have been chasing?

RPG's and psuedo-RPG's (like Okami,) have a lot difficulty staying fresh on a second playthrough. Battles, for the most part, play out exactly the same, and knowing what's around every corner doesn't leave much to the imagination.

That's why I have difficulty going back to games I've already beaten. I've only played through Shadow of the Colossus once. As much as I love that game (one of my top 10 all-time,) I'm scared to go back to it for fear that my wonderful memories may be ruined.

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