The Song Remains The Same

It’s taken me a while but I finally tore myself away from WoW to start playing Eternal Sonata (Bandai/Namco, Xbox 360) today. I have been looking forward to this. It’s a JRPG set in the dreams of Frédéric Chopin as he lies dying of tuberculosis in Paris in 1849. And that is the kind of idea for an RPG that gets me really excited.

I mean that in all honesty. When I play a game I want to see things I’ve never seen before. Admittedly my usual taste in music is for stuff that sounds like a 70s analog synthesizer being fed through a wood-chipper covered in beeswax, while someone uses a sledgehammer to beat out the baseline on the Forth Bridge and someone else fires off the James Soane Collection of Badboy Kickdrums in the background. But Chopin’s dying dreams filtered through a Japanese sensibility, and interactive, from the same house that brought us Katamari and Xenosaga? Oooooo in approving and anticipatory tones.

Things begin quite promisingly. The first (game-engine-based) cutscene is beautifully animated and intriguing. The next one is also beautifully animated, is too long, and has voiceover that clanks more than Marley’s chains. The third one is about the same. But there’s a sense of atmosphere building, themes and mood, and a couple of (clanky) musical metaphors that bode well.

And finally the game itself begins, and I find myself escorting a young girl called Polka along a sun-dappled woodland path. It is very pretty. What’s that curious object sparkling over there? Why, it’s a save-point—how quaint! I am feeling quietly excited about the potential of the coming experience.

Suddenly Polka collides with something that looks like the mutant offspring of a leek and a pumpkin, and can’t proceed until she’s battered it to death with her umbrella, to the swelling sounds of a musical score that is almost completely unlike Chopin.

Then there are more leek-pumpkins. And a chest that someone’s left in a clearing, perhaps in tribute to the thousands of old-school RPGs with chests containing health-ups left in unlikely locations. And then more leek-pumpkins.

Ah well.

Games I Started But Failed to Finish in 2007

Bioshock (X360)
Not quite sure why. I was absolutely sold on the demo, apart from its one appalling moment of narrative idiocy. WoW more alluring, I suppose.

Endless Ocean (Wii)
I only got this the week before Christmas, so I am still playing it and I will finish it, I’m pretty sure, I’ve just not had the time. It’s rather wonderful, in a space somewhere between Animal Crossing and the chill-out early levels of Ecco the Dolphin that I’ve written about before—you can do tasks, see sights, collect sets and get better clothes, or you can prat around being a scuba diver without having to mix with any of those wankers from BSAC. I am loving this, though the above-water graphics are very last-gen, it’s got Enya on the intro, and the dive-discipline is distressingly lax.

Excite Truck (Wii)
Look, can we just say that “unlocked all the principal vehicles and/or tracks” counts as “finished”? Or there’s going to be a bunch of race-games in here. I am not a platinum-medal completist.

Gears of War
I just lost enthusiasm after about an hour. I keep meaning to go back to it but I never do.

Halo 3 (X360)
I beg dispensation on this one. I didn’t buy it when it came out, I waited for my lovely wife to give it to me for my birthday a few weeks later, and then I’ve been waiting for Christmas so I could play through it on co-op with my brother-in-law. Now, either it’s me misunderstanding the controls or you can’t save your progress in co-op. So I will plod through it on solo, but I have to re-upholster my special gaming chair first. (That’s not a weird metaphor. It’s looking a bit threadbare, that’s all.)

Rayman: Raving Rabbids (Wii)
Some brilliant minigames in here, plus some not-brilliant minigames, and a good deal of unnecessary faffing about with cut-scenes and filler that quickly become annoying. Look, Wii developers, do not sell your products as party games and then make purchasers have to work through it in solo mode to unlock the multiplayer bits. Warioware Smooth Moves, Sonic and Mario at the Olympics, stop trying to skulk away while I’m bitching about the French.

Resident Evil 4 (Wii)
There came a point, fairly early on, where I stopped believing in the game. I was very conscious that I wasn’t killing zombies with a pistol, I was pointing a light-gun at collections of texture-wrapped polygons, and not really enjoying the experience. Plus I’ve hated Capcom’s movement systems since its early PS1 games: they all feel cumbersome and slow, as if my avatar is wading through entrails. I really wanted to like it, I paid full price for it and everything, but this has nothing new to offer and many old faults to lament.

ST.A.L.K.E.R. (PC)
I’m not a big PC gamer, and didn’t realise how lamentably under-specced my desktop machine was. S.T.A.L.K.E.R. looks great, the little of it I could see, and I am still enthused by the concept (it’s an FPS based on a very long, very slow Tarkovsky movie that’s half in black-and-white, you can see the immediate appeal… or at least the immediate appeal to someone like me), the reviews, the idea of playing it, and the tiny bit of the game I played before my PC wheezed to a stop and begged for mercy.

World of Warcraft (PC)
A strange game. The only winning move is not to play.

Dogs about towns

Over at Extenuating Circumstances Dan Hon has already done an excellent job of liveblogging chunks of GaME 07 (Imperial College, yesterday) so I won’t duplicate his effort. I will say that it was a good day, the talks were of variable quality, and the stand-outs—as you’d expect—were David Braben talking about ‘Creating Games for the Next Generation’, and Peter Molyneux talking about ‘Emotion in AI’.

Braben swiftly junked the idea that better graphics, better sound and more realism are enough to make a next-gen title (as if the success of the Wii and the failure of Motorstorm hadn’t comprehensively proved that they’re not) and talked a great deal about The Outsider. So far as I could tell TO is a free-roaming open-ended urban game in the post-GTA mould, with two important differences:

  1. Game characters react to environment, context and behaviour, not just yours but those of other NPCs. Save a cop’s life, word will spread among cops that you’re okay.
  2. The game starts just after the assassination of the US President, and you may or may not have been the guy behind the rifle.

As we used to say at Bizarre magazine, “Money down.” I’m sold.

Molyneux did a re-run of his much-documented GDC talk about Lionhead’s next game Fable 2, only without the Powerpoint slides because he’d just dropped his laptop and without the game-sound because Imperial College couldn’t make the sound on an Xbox 360 work. Specifically, he talked about the dog. Every player of Fable 2 will acquire a dog. They won’t all be the same dog; they’ll start off looking different, and will grow to resemble their owner as the game goes on. As Molyneux put it: “If you turn out to be an evil bastard, you’ll have an evil bastard’s dog.”

(—Dan had left by this point and I did make a concerted attempt to liveblog the talk, but my laptop died half-way through, despite having been recharged over lunch. Thank you Asus, that’s why I pay an extra £100 for an extended life battery. Honestly, I tried. Sorry.)

The thing is, I went into the talk as a skeptic. We live in a post-Nintendogs world, and putting a cute animal into a plot to elicit player-empathy is a cheap trick. I was expecting to be unimpressed, and twenty minutes in I was a convert. Not an evangelist, mark you. I can see how this can work. I’m not saying it will work, but I think it might.

The dog is more than just a companion and a tool, which were my two fears. (Having said that, it’s a fine companion and tool. It’s been built around the intelligence and training AIs developed for Black & White, plus Molyneux’s Three Laws of Dogotics, and thanks to some nifty graphics work including animating the tongue, ears and tail separately from the main body, looks and behaves like a believable dog. It’s not under the direct control of the player, but of your avatar—this is something I’d been messing with for Frup the day before, in the context of ‘Dei-Ex-Mechanicae‘, which I will describe in a later post—so you make the avatar make the gesture for ‘Bad dog’ and it’ll react and learn from that. And yes, you can issue commands by whistling into the Xbox 360 headset. The dog will also apparently pee on the corpses of your enemies. Like I said, money down.)

But more than that, it’s a lens for the rest of the game-world. The dog is a path-senser, an enemy detector and will fight to protect you, yes, but those are all tool aspects. But game characters won’t just react to you, they’ll react to your dog as well. Even if you’re not a dog person, even if you regard the dog as a game-resource to be optimised, another useful bit of equipment that you don’t suffer encumbrance for… if someone kicks your dog, you’re going to object to that. Because it’s yours. And if Molyneux has got it right and you do feel a sense of emotion towards the dog, then you’re going to feel that kick yourself.

I don’t think this is the solution to the problem of getting players to react emotionally to their experiences in video games, but I do think it’s a start. Like I said a while back, we’re going to spend a long time taking small steps and getting things half-right. (Braben says that, in movie terms, it’s about 1930. I’d say it’s 1925. We’ve found our Keaton and our Chaplin. We’re still waiting for our Welles and our Hitchcock, and talkies.)

For example, I have worries about whether, in a narrative game with a fantasy setting, it’s a wise idea to have the game-element the player cares most about be a dog, and I said as much. Molyneux’s answer was as polished as the rest of his talk but gave me the sense that he’s actively thought about this and built compensating mechanisms into the game. Whether he’s built them into the narrative is another matter.

But… after all, this is a game where the player’s avatar can marry and have children, and we know there will be other dogs in the game too. Can your dog find a mate and have puppies? And dogs have a shorter lifespan than humans… multiple generations of dogs? The whole subject opens up a ton of possibilities, and if there’s one developer who can be relied on to think through the implications and do something interesting with them, it’s Peter Molyneux.

Having said that, if the dog turns out to be a prince who’s been transformed by an evil fairy, I’m going to go down to Guildford and pee on every car in the Lionhead carpark.

Idle thoughts

Big post in the works. Meanwhile, some brief updates:

Motorstorm (PS3) is very pretty but Excite Truck (Wii) is more fun. I was quite surprised how much fun Excite Truck has turned out to be.

Have you noticed how some driving games don’t include any human beings at all? Excite Truck and the Burnout series too. No visible drivers, no spectators, not an actual human anywhere. I tell you, it’s not a lack of processing power or development time. Hint: it tends to be games with big vehicle crashes.

I downloaded Mozilla Firefox yesterday in order to try out a game-based plugin, of which more anon. I now understand the point of distributed open-source projects like this: it would be too much work for me to find everybody who contributed to it and punch each of them in the face. For the record, for more than a decade I have been using Opera, which is what you get when you decide to build a browser like Firefox but hire professionals to do it.

The updated Internet channel on the Wii is very nice. Coincidentally, it uses the Opera browser.

I know I’m not going to have time for a full review of the nice-try-no-cigar RPG Contact for the Nintendo DS, not least because I’ve lent my copy to a friend, but I can’t remember the last game that included breaking the fourth wall as such an integral part of the gameplay—to the extent that when your avatar discovers you’ve been controlling him throughout the game, he picks a fight with you and you have to beat him up. Which, with the DS touch-screen, is a uniquely physical experience. The game has a lot of interesting ideas (different art-styles for upper and lower screen, a Tamagotchi element, you can continue playing after defeating the game, you can find and win girlfriends by giving them the right attention, there’s a whole level of otaku jokes, and you heal by having a nice relaxing bath) but at its heart it’s basically a succession of dungeon-bashes in search of a magic jigsaw and never transcends “interesting” to reach either “intriguing” or “involving”.

(‘Magic jigsaw’—a magic football that has been separated into pieces. ‘Magic football’—the object of a journey, search or quest, and without which the game will not progress. A plot token, but larger and often more fatuous.)

Fold

Sony has just released full details of the Folding@Home software that’ll be available for the Playstation 3 from the end of March. Folding@Home is a distributed-computing project that uses a computer’s or console’s idle-cycles to process chunks of data relating to the behaviour of folding-proteins related to forms of Parkinson’s, Alzheimer’s, Huntingdon’s, cystic fibrosis, and various cancers. Once processed, the data is sent back to a central server for collation. It’s a very cheap, very efficient form of supercomputing.

That said, there are two problems with having it run on the PS3. First, a PS3 is not a PC. It shouldn’t have idle-cycles. There is no reason to leave your PS3 running while you’re not using it: its boot-times are fast; apart from downloading there are precious few applications that need to run when the machine’s unattended; and F@H won’t run if the PS3 is doing anything else.

Second, the PS3 is a massive power-hog. It sucks up 380W, around twice the wattage of an Xbox 360 and more than five times the consumption of the PS2. According to VNUnet, that means four hours of PS3 play will cost almost a quid in electricity. So will four hours of letting the machine run Folding@Home. That’s not counting whatever your TV drains, and saying nothing about the carbon emissions.

So the question has to be asked: is Folding@Home on the PS3 a genuine piece of altruism on behalf of Sony, or a cynical attempt to pump up the console’s feelgood factor at the expense of customers’ fuel bills and the environment? Put it this way: Sony doesn’t pre-install Folding@Home on its less-fuel-hungry but not-in-need-of-a-PR-boost Vaio PCs.

Duty-free pretty things

Why do shops in international airports sell video games? Handheld games make sense, sure, but PS/Xbox/Wii games are all region-locked. Yet I’ve never seen a sign by the display racks reading “Warning:  these games won’t work in non-European consoles and your nephew will cry and you will feel like an ass for wasting £35″ or something similar.

Of course, the chance of the purchaser being able to bring the game back to that specific shop—the one in the departure lounge of a major airport—are pretty slim. So the airport shop racks up good sales-figures while other branches have to deal with the inevitable returns and recriminations.

Gathering nuts in May

The world is full of bullshit awards.

In a few days we’ve got the Oscars, where an Academy dominated by retired actors will vote for films in which other actors get to showcase their acting, and scripts and directors that showcase acting, and people will call foul because these films, these scripts, these directors and even these actors were not the “best”. That’s a value judgement. That’s not what I’m talking about.

On 8th February, the Academy of Interactive Arts & Sciences gave out its tenth annual Interactive Achievement awards, thirty reasons for the computer-game business to rent a dinner jacket and fly to Las Vegas. The big winners were Gears of War and Wii Sports and Nintendo had a good night all told, with two Lifetime Achievement awards and gongs for Brain Age and Legend of Zelda: Twilight Princess which picked up ‘Outstanding Achievement in Story and Character Development’.

Now that’s a bullshit award.

Not a bullshit category, mark you. I think it’s fantastic that the AIAS respects and honours excellence in game narrative. But giving it to Legend of Zelda: Twilight Princess is a joke because there’s precious little story in the game and literally no character development, whether you’re talking about the avatar or the NPCs. Nobody learns anything that changes their life. Nobody changes. Nobody matures. What story there is unfolds in wildly inconsistent info-dumps, mostly irrelevant to gameplay.

Link, our avatar, begins the game as an cypher and ends it as a cypher with a few more hit points. He has no personality and never says anything. Over the course of the game we learn almost nothing about him that we didn’t know at the start (lives in a treehouse outside a village, rides a horse, herds goats, has odd taste in clothes and a chest in his basement he’s never bothered to open), other than he’s got some kind of mystic destiny. All that he learns about himself, his past and this destiny is some new combat skills. His relationship with Ilia begins promisingly, then she gets kidnapped and loses her memory (hurrah for strong female characters, eh?) and Link has to find out what happened to her. When he does it turns out to be very boring, and she plays no further part in the story apart from a cameo at the end. Link ends up having a more meaningful relationship with his horse than with Ilia. Another potentially interesting character-arc, that of Prince Ralis, is left hanging after its second act. He doesn’t even get a vignette during the credits sequence.

As for the story, once you get past the fluff about the world of shadow invading the world of light, it’s two sequential hunt-the-magic-jigsaw quests. Link assembles one jigsaw (one piece per dungeon, of course), is immediately told that this jigsaw is no good, and must set off to assemble another one. At one point you do reach a place that promises to explain something about the ancient beings who set up the events that have caused all this mess, and who set in motion Link’s mystic destiny. What we find out there is that these people liked statues and built a lot of traps.

As a rich, interactive narrative experience, Legend of Zelda: Twlight Princess is a pretty good 3D platformer. Lots of jumpy-jumpy stuff. Sliding-block puzzles. A snowboarding minigame that made me intensely nostalgic for the one in Final Fantasy VII. And okay, I admit the sheer variety of activities (sumo, jousting, horseback archery, flying contests and even the fishing which a lot of people seemed to hate but really wasn’t so irritating) keeps one interested and amused. But that doesn’t make the game an outstanding achievement in story and character development.

There are, of course, side-quests. You can spend time finding every Heart Piece. You can hunt down every Poe soul to receive a reward. You can locate every golden insect in the world to make a small rich girl happy. These side-quests appear to be more important to our hero of mystic destiny Link than saving the world, since the climax of the game will wait indefinitely for him to complete these quests, and he can’t complete them after defeating the final boss. This makes no sense, either narratively or in gameplay.

And the background world is strictly generic: that weird and never-explained post-FF blend of magic, technology and every imaginable kind of terrain that makes no sense and doesn’t work. There is a community with two inhabitants, one of whom is the community shaman. There’s an oil-seller whose business is on a road that nobody except Link ever uses. And there are dungeons filled with vicious monsters that, if left in proximity, should have eaten each other. Maybe they don’t eat meat. Maybe they just hate Link. I know that by the end of the game I did.

I should say—and it may be obvious—that I’ve not played any of the earlier parts of the Zelda franchise. I suspect a lot of Wii owners won’t have done either. All I can report is that this game gives no hint of having more than twenty years of story and character behind it. Admittedly neither do the recent Sonic games, but then Sonic was never about either story or character, and I say that as someone who wrote two novels and two gamebooks about him in the early 90s.

So why has the AIAS chosen Zelda as the recipient of the award for ‘Outstanding Achievement in Story and Character Development’? The only other category in which it was nominated was Action/Adventure Game of the Year, which went to Gears of War. And it’s not a bad game, qua game, but if you go to any game shop and pull any CRPG from the last ten years off the shelf, there’s a strong chance it’ll have more story and character development than LoZ:TP.

So why this award, and why now?

I can think of two reasons. Firstly, the first 2-3 hours give the impression that LoZ:TP is going to have a strong narrative. The characters in Link’s home village are established with confident if broad strokes and it’s suggested they have roles to play in what follows, though most of them don’t. The storytelling is tight and there are hints of great mysteries to be revealed, though most of them aren’t. Although LoZ:TP is a game requiring 40+ hours to finish, for me to suggest that the Academy’s panel has only played through its opening chapters would be unfair. I have no evidence to support it.

That leaves the second reason: it’s a sop. LoZ:TP is groundbreaking, its control systems are brilliantly innovative, and it’s the latest installment of one of the most respected and commercially successful games franchises in the industry’s history. Clearly to a panel made up of industry players it should get an award of some kind, but the all-conquering Gears of War was equally clearly going to win its category, Action/Adventure. What else is there? Art direction? Sound design? Original music? I know, it’s a bit like an RPG and everybody likes Link, let’s give it Story and Character Development.

A brief summary for those who don’t know me: story and narrative in games and interactive media is my thing. It is the drum I bang, and I bang it relentlessly. It is acceptable for an arcade or casual game to have no story (note that story is not the same as backstory: the latter happens before play, the former during it. Many games have both; some have neither) but I believe absolutely that any interactive experience that aims to engage you for a single play-session of anything over an hour needs a coherent narrative. As games get more sophisticated, so should their stories and story-telling techniques. “Our princess is in another castle” doesn’t cut it any more. And yet that’s not a million miles from what the plot of LoZ:TP boils down to.

I call bullshit on this award.

If anyone from the AIAS judging panel—or anyone else—can tell me why LoZ:TP deserves this award for 2007, having better story and character than other category nominees like Dreamfall, please do. Otherwise I say it’s a sop, something for Nintendo to take home at the end of the night for a game that deserved a gong of some kind. That’s reprehensible enough, but the fact that they thought nobody would particularly object to a manifestly unqualified game like LoZ:TP getting the award for story and character development makes it doubly so, and casts a poor light on the rest of the Interactive Achievement Award winners, who in my experience deserve their trophies.

Meanwhile… a few posts back I described LoZ:TP as ‘gathering nuts in May’ and I’m going to stick to that summary. I’ll leave the last word to the excellent Rebecca Borgstrom, who observed that if you want to play a wolf with an intensely irritating rider, you’d be better off with Okami.

Comfort spaces

A few months ago UK Resistance, perhaps the finest gaming website in the world, launched what it called its ‘Blue Sky In Games‘ campaign. Boiled down, this said that the current crop of dark, gritty, nihilistic games are no good, and developers should go back to making games with blue skies like, for example, the works of Sega 1991-2002 with particular reference to Sonic the Hedgehog. I’ll come back to this, but I think that in this fine joke they’ve hit on something quite fundamental in the difference between games that are good, games that are great and games that become part of your life.

Let me ask you this: what’s the best games level you’ve ever played? Not the best level of the best game you’ve ever played, but the best single level, ignoring the rest of the game around it. Put it another way: what do you choose when you have twenty minutes to kill, not enough time to get stuck into any gaming proper but maybe time to play through one level of something, or just prat around in it for a while, having fun.

(Yes, fun. Remember when that’s what games were about?)

In 1992 Sega released Ecco the Dolphin for the Megadrive. It was a revelation: fantastic sprites and fluid animation, responsive controls, huge scope, Sega at the peak of its powers. It was also bastard hard. I reckon I logged fifteen hours on that game, though I never got beyond level four. Part of that was the aforementioned bastard hardness, but mostly it was something much more fundamental. Guiding a dolphin through mazes filled with enemies and puzzles was okay, but it was much more fun to stay on level 2, the open ocean, and just prat around being a dolphin.

Fast forward to the beginning of 2006. My father is diagnosed with inoperable cancer of the aesophagus. I take the news rather badly and retreat into myself (one of three traditional ex-public schoolboy ways of dealing with emotional trauma, the other two being declaring war on something and suicide). More specifically I retreat into my Nintendo DS and Animal Crossing: Wild World (Nintendo, 2005).

AC:WW is essentially a community simulator: a small, simple world that follows fixed rules, most of them to do with capitalism. The way to do well in AC:WW (“well” is an arguable term since the game has no stated goals, is open-ended and cannot be won or lost) is to establish routines. AC:WW plays in real time, so there’s a limit to how much one can achieve in a single day: once you’ve picked all that day’s fruit you can stilll earn money by catching fish, but if the shop’s closed then you can’t sell or buy anything. But there’s always something to do: interacting with the other residents, rearranging the furniture in your house, collecting bugs or going after an elusive rare fish. However the returns are diminishing, and playing AC:WW for more than two hours a day is a bit futile. (Nintendo has built a similar mechanism into another DS game, Brain Training: I have a future post brewing about the Ninty habit of replicating mechanisms from successful games, with particular reference to the influence of Pokemon on, well, everything.) Is it this inability to keep playing, the thwarted desire for more that keeps players coming back every day? Is it what kept me engrossed and immersed in AC:WW for roughly half a year?

In a word, no. But I did play it for half a year. Not in an obsessive must-get-everything way (my bug collection is woefully incomplete), but simply because I enjoyed the experience of being in the small town of Yarswood, interacting with its two-dimensional inhabitants and doing active things that affected the town and townspeople in an immediate and beneficial way. The environment was attractive and while there were still surprises to be had, they were all pleasant ones.

Animal Crossing became a comfort space for me: somewhere I understood, where I could safely hang out knowing that the worst news I was going to get would be that a townsanimal was moving away, or that a painting I’d bought was actually a fake. I felt occupied, busy and useful while in the game-world, and though there were still challenges and tasks undone, I felt safe.

It’s unusual to find a title like AC:WW where the entire game-world functions as a comfort space. Usually it’s a part of a game, one play-mode, level or map. But it’s not something inherent to all games, and why that may be is almost as good a question as what makes a comfort space in the first place. To put my original question another way: why have the Halo and GTA games inspired an entire community of scenery explorers, virtual mountaineers and digital spelunkers while other successful FPSes with equally detailed and varied worlds—looking at you, Unreal, Farcry and Black—haven’t?

I believe it boils down to one thing: these games, or these levels of games, are places where we like to be. Not necessarily where we like to achieve things and progress in game-terms, or where we want to sandbox and look for glitches: I’m simply talking about a part of the game we can either play over and over, or where we enjoy spending time. A blisteringly simple answer, I know, but it immediately begs the question of why we like certain game-spaces so much that we come back to them over and over again, often eschewing (good word) new experiences in favour of ones we know inside out.

For example, the first half of the underrated Oddworld: Stranger’s Curse (EA/Oddworld Inhabitants, 2005) is set in a hyper-stylised Old West populated mostly by chickens. Its landscapes and vistas are beautiful, the sun beats down from a cloudless sky and thistledown floats past on the breeze. It would be idyllic if there weren’t outlaw frogs trying to kill you. I can revisit it endlessly to explore its nooks and crannies and play through its boss-battles. The second half of the game, which is arguably more interesting in pure game terms, is darker and more dystopian, and doesn’t encourage you to hang around and smell the desert flowers. I’ve played through it once, and once was enough.

I believe that most comfort spaces in games are accidents. I think it’s very hard to design them, not least because different elements appeal to different players. Not all of my comfort spaces will appeal to everyone, nor my reasons for coming back to them, but here are a few reasons why a particular zone or area may particularly appeal to us:

Familiarity and repetition. The act of doing something familiar is enormously reassuring. Children never grow tired of hearing favourite books read night after night and you, you sad goober, how many times have you watched Star Wars? Doing something familiar in a video game like replaying a favourite level doubles the pleasure because it’s an active experience and yet—in most games—absolutely predictable. Beating a personal best or discovering a new secret makes us feel a little bit better and cleverer than before, and even finishing a favourite level for the umpteenth time reassures us that however the outside world may be treating us, some things are consistent and our ability to beat the game’s obstacles is one of them.

Feelgood characters. Sometimes we simply enjoy controlling a particular character. Often it’s a character with cool moves. Ecco, above, is a good example, as are the skaters from Jet Set Radio (Sega/Smilebit, 2000) and Jet Set Radio Future (Sega/Smilebit, 2002). Sometimes they have a tool or weapon we really like, such as the grav gun from Half-Life 2 (Valve, 2004).

Oo pretty. We like to be there. It looks nice, or sounds nice, or there’s a synergy of sound, visuals and gameplay that’s really lovely. How many times have I played through Rez (Sega/United Game Artists, 2001)? Too many, and at the same time not enough.

Ease of access. You’ve got to be able to get there easily. Usually that’s as simple as some kind of level-select or save-game, but with earlier console or arcade games it can present some problems.

Comfort spaces may seem antithetical (another good word) to the traditional idea of gameplay, which requires progression. In fact the idea fits with several facets of modern game design: the sandbox principle, in which players are given elements to play and experiment with; the side-quest, a diversion from the main game-narrative resulting in a reward of some kind, into which I will be inserting my boot when I get round to writing up my thoughts on Legend of Zelda: Twilight Princess; and the post-Pokemon collect-em-all tendency in which the gameworld must be explored to find all instances of a particular set.

But those kind of challenges treat the whole game-world as a comfort space, and while that can certainly pull users back to a game, to “finish” it by doing, beating, killing or collecting everything, comfort-spaces are not about finishing a game. You may have conquered it a hundred times, you may never have got beyond the early levels, but there’s one bit where you’re comfortable and you’re going to do your own thing there for a bit. There’s something faintly subversive in the nature of a comfort space: the game wants you to move on to the next level, the next region or set-piece, but you’re not going to.

A comfort-space is not the same thing as a game that’s explicitly designed as a sandbox or a software toy. These are virtual spaces created for exploration and experimentation, often with catch-em-all quests and easter eggs to keep a player’s attention. They’re designed to encourage the sort of behaviour that occurs spontaneously in comfort spaces within games, though without the emotional resonance of doing something familiar, practised and much-loved.

That’s not to say that loading that archetypal software toy Sim City and tinkering once more with the teeming metropolis of Jamesburg can’t be a satisfying and reassuring experience. But comfort spaces arise at the moment that we become so familiar with a game that it becomes a software toy. The usual strictures of level-progression and game-narrative cease to be important and what’s left is the stripped-down essence of the game experience and our connection to it.

This sensation, this way of entering into a game by going beyond the experience of being a player, to almost become an inhabitant of the game-world, has a lot of crossover with Mihaly Csikszentmihalyi’s concept of flow. Both ideas are fundamental to the core questions of how and why we enjoy games, and I’ll be returning to that huge subject in future posts.

Are comfort spaces important? I think so. The whole idea of a comfort space, or of a game that we replay over and over again, goes against the design principles of most commercial releases. Within the standard revenue model a games company gets the same revenue if a player spends five hours or five hundred playing their product. The benefits of designing longevity into a title are small: one fewer copy in the secondhand market, goodwill towards sequels, the franchise, the developer or the publisher, the possibility of selling add-on packs. Yet our comfort-space games are the ones we remember most fondly and the ones that stay in our collections, and the ones that influence what we think of as ‘good’ game design. It’s not about challenge, or overcoming adversity, or the completion of a satisfying narrative. It’s purely and simply about finding a virtual space where we like to be.

At least, that’s the best reason I can find to explain why, when I booted the original Sonic the Hedgehog to get the screenshot I needed for the header of this blog and found myself at the start of the Green Hill Zone for the first time in maybe fifteen years, the only thing I could think was, “Oh wow…

…I’m home.”

How bad is Final Fantasy XI Online?

(Explanation filter: I was given a copy of Final Fantasy XI Online (Squaresoft, 2002) for the Xbox 360 a couple of months before I started this blog and, as those who have heard me evangelise the strengths of Final Fantasy VII (Squaresoft, 1997) can guess, my joy was unbounded. This is a description of my first 3+ hours of contact with the game, written as it happened.)

Jesus fucking Christ.

I put the disc in the drive, and the Xbox 360 begins its install of PlayOnline. PlayOnline is Squaresoft’s proprietary system for linking consoles to MMORPGs via broadband, including secure credit-card processing, unique user names, avatars, friend lists and messaging. The thing is, the 360 already has one of those. It’s called Xbox Live and it’s generally agreed to be the state of the art for this kind of thing. PlayOnline is essentially the same system, only more clunky, layered on top of Xbox Live and taking up a large chunk of the system’s storage. How much? About 8gb, or 40% of the 360′s hard-drive.

So PlayOnline installs from the disc, and then goes online to download its most recent updates. This takes a while, but I didn’t time how long. Then you have to register, entering data which is almost identical to the data you’ve already given Xbox Live. The difference is that PlayOnline seems to assume you’ll be entering it via a keyboard. There is no keyboard for the Xbox 360. There is a softkey system (an on-screen keyboard), but it’s not enabled by default. To use it, you have to move the cursor to the field you want to fill, press A, press X twice, then move the cursor to the keyboard. Once the field is filled, you have to disable the softkey system, move the cursor to the next field, and re-enable the softkeys.

The cursor is in the shape of some kind of bird. I think it’s meant to be a chocobo. Which bit of the bird is actually the active cursor is not clear. Clicking it on a field can take several tries. The soft keys are small, the cursor movements are unforgiving, and it is easy to mis-key.

It took me half an hour—I do not exaggerate—to register the game, at which point I sat back and looked forward to some FFXI lovin’. The PlayOnline system begins to install Final Fantasy XI.

First thought: it’s installing it? It’s a console game. Console games run off the disc. That’s the point; they’re instant gratification. What the fuck?
Second thought: AN HOUR? You’re telling me this is going to take AN HOUR?
Third thought: check current time.

When something tells me that a thing is going to take a certain amount of time, I am sceptical. I use the Northern Line, after all.

It takes an hour and ten minutes to install the game from the disc. Finally, I get to see the intro movie for the game. It is pre-rendered and heavily influenced by Return of the King, but my lord it’s gorgeous. And then we’re back into PlayOnline, to enter credit card details and the game’s registration codes, battling against the fuck-awful softkey system again.

A brief word on the registration codes. They are long alphanumeric strings, in groups of four characters. Each group of four needs to be entered in a separate field. Cursor to field, click A a few times, click X twice to bring up the keyboard, enter four characters, dismiss keyboard, move cursor slightly to the right, and repeat. Several times. Once again, this is a console game. It is also an MMORPG with a monthly subscription. And they want to make sure that I’m not using a pirate copy? Or, I’d guess, a second-hand copy? That seems a trifle unnecessary.

And once that’s done the game assigns you a unique user ID—gibberish alphanumerics—and a mail ID, which is more of the same. Then it logs you out. Then you have to log back in by re-entering the user ID it’s just given you.

But it’s a fucking console game.

And after lying to you and comprehensively pratting you around for literally hours, at the moment where you’re thinking that, yes, now, finally, surely one might actually get a taste of some FFXI gameplay, it commences downloading the most recent updates for the game. Not expansions, just updates. Which it reports will take an hour and thirty-nine minutes. And my broadband is far from slack.

That’s where I am as I write, somewhere in that 99-minute period. Actually I’m watching Criminal Minds on TV, and after that I’ll watch Lady Vengeance, and then I’ll go to bed. I have given up any hope of playing FFXI tonight, or indeed anything else. While the Xbox 360 can multi-task its gaming functions, downloading in the background while you play a game, here the downloading isn’t controlled by the 360 but by PlayOnline, which uses the rest of the console’s massive processing power to play a music loop. FFXI‘s music loops are okay, suitably evocative of rich fantasy landscapes, epic battles and quests into legend. PlayOnline’s is a maddening jingly-jangly loop of piano pap.

I haven’t played a single minute of this game yet, and already I loathe it and its publishing company. I am going to play the fuck out of it for a month and then uninstall it, so that Squaresoft and PlayOnline don’t get a single extra penny from me.

(Update: I played it for less time than it took to install. It’s dreadful.)

Wii want Wiinformation

In all the hubbub and furore about the commercial success of the Wii, its strengths as a games machine and its viability against the PS3, one thing’s been missed. Nintendo is about to snatch a huge crown out from under the noses of Sony and Microsoft. While the Xbox 360 and PS3 fight it out to provide the best online play, movie downloads and iPod playback in the name of being not games consoles but Home Entertainment Centres, the Wii is making a stealth approach on the position of market leader in a different space: the Home Information Hub.

When you switch on a Wii, you see a brief text screen and then you’re at the system’s front end. This is a grid of 12 boxes like massive desktop icons, six filled and six waiting for downloads either from the Virtual Console (retro games) or in the form of ‘channels’. Your out-of-the-box Wii already has two (Photos and Forecast, meaning weather), plus the News Channel (not up yet but video here) and the optional-download Internet Channel. That leaves space on the main screen for five more. Scroll right and there’s another grid of 12 boxes waiting to be filled—and another, and another.

A Wii desktop. My Wii desktop, in fact. Would you believe there's no other images of one on the net?

I believe Nintendo’s intention with these channel-spaces is to make the Wii a one-stop at-your-fingertips centre for all the information you want at the touch of a button or flick of a Wiimote. When you think about whether you should take an umbrella, or what happened in the cricket, they want your primary source for that information (and by primary I mean easiest and fastest to access, most convenient and after a while instinctive) to be the Wii. It won’t download movies, it won’t hold all your MP3s, but barely a day will pass without you consulting it. That at least is the intention.

I’ll go further. Wii channels you will see before long will include: sports news; business news and share-price checking; travel news which remembers your regular journeys; family health; food, diet and fitness, probably tied to the shopping channel and maybe even to the fitness section of Wii Sports; and (longer shots these) online grocery shopping with delivery in association with a major supermarket chain; online pizza delivery; and more.

How can I predict this? Because I’ve been here before.

Six years ago I was part of 3Com’s short-lived internet appliance division. We brought one product to market, called Audrey. With 50s styling and a 10″ touch-screen, Audrey was a cross between a grown-up Palm Pilot—more of a family organiser than a personal one, it could sync two Palms and combine their calenders and address books—and a dedicated net-machine, with IR keyboard, web browser and a sweet email client that would record and embed audio and pictures at—literally—the touch of a button. It was, in a word, sweeet.

Audrey. Gorgeous, wasn't she?

But it was more than that. Directly below the screen was a dial, like an old TV. Settings corresponded to six basic information channels, updated regularly throughout the day so that whenever you touched the dial, you had access to information no more than a couple of hours old. And those channels were, in rough order: weather, news, sports, business, showbiz news, and space for us and users to add more. To people who remember five paragraphs up, this may sound a bit familiar.

One of my jobs was choosing and creating the information channels for the European launch, so I was intimately involved with this end of the business. And while the Wii is very far from an Audrey knockoff—Audrey didn’t play games for a start—I recognise many of the thought processes underlying the look and feel of the Wii’s interface design. Time-to-data, for example. An Xbox 360 takes 22 seconds to boot, even with no disc in the drive. To get to its desktop the Wii takes less than half as long, and that includes pressing the (A) button to synch the Wiimote.

This is crucial. The Wii is not the only device that can give you this kind of information on demand. Opera Widgets and Firefox Extensions can put this functionality in your browser, as can Google if you’re prepared to type a couple of words. Avantgo will put it on your smartphone or PDA. The Apple iPhone will have it built-in, judging by the early screenshots. But the key point is the time between demand and delivery, and it’s my bet that the Wii will beat all of them on speed and ease of accessibility.

(This was something Audrey did astonishingly well. It had an instant-on, and though it was pre-broadband it logged onto our server five times a day to get updates, so the information you saw was never more than a couple of hours old. If Nintendo is smart—and the name it’s chosen for the Wii’s internet connection, WiiConnect24, indicates it has been—the Wii channels will do the same. In other words, when you want the weather forecast the device won’t need to retrieve it from a server because the latest update will already be stored on board.)

Nintendo clearly considers time-to-data so crucial that it’s done away with any Wii splash screen at startup. This is, if you’ll pardon the geek-pun, revolutionary. When was the last time you switched on a console and didn’t get the brand-name front and centre? By removing its own logo to save a couple of seconds of load-time, Nintendo has signalled that it considers the Wii to be more than just the next generation of games machine. That may turn out to be its biggest play of all.