Archive for the ‘Custer’s Revenge’ Tag

The good old days of gaming   Leave a comment

Recently in a Steam sale, I picked up the game VVVVVV. The name draws attention to two features of the game, the fact that each of the six characters have names beginning with the letter and the triangular spikes that litter the game. The game is a deliberately retro platformer and it wears its intentions on its sleeves from the ZX Spectrum-era music to the loading screen from those by-gone days.

When I tend to think of retro games, I tend to think of games beyond a certain point in time, more than two generations in console terms. PS2 and Xbox games aren’t retro to me yet, but Playstation, Sega Saturn and N64 games (as well as their contemporary PC titles) are. What I’ve seen, however, is a lot of people use the term retro gaming to refer to games specifically from their childhood days. Now, my first gaming machines were from the 16-bit era and, as such, long after the video games crash of 1983. As such, when I see VVVVVV it really harkens back to an age of gaming where I was not alive, let alone playing games, but I have played video games from the 70s and 80s and do consider myself a bit of a retro-gamer, but playing VVVVVV made me think.

It presents itself as a very hard game and it really is. It also presents itself as very frustrating and, perhaps that is true for the hardcore fans who saw their first games before I was born and are pushing towards middle-age or have reached it by now, but I never found it frustrating. There’s this one bit where the game puts you through a series of levels where you have to dodge carefully placed spikes to reach a platform which you bounce off to get to a trinket on the other side and it almost seems to gloat (given the screen names) about how frustrating, unfair and, ultimately, how unrewarding the trinket is at the end.

And that’s something that bothers me. It’s not frustrating me at all because there’s no real challenge there. It’s simply a matter of time and death is barely a setback. Sure, I died a few hundred times getting through that puzzle, but the point is I got through that puzzle.

What do we actually want from older games? The fact is their difficulty alone wasn’t enough to make them good games. Castlevania on the NES was hard, but it was possible to do it first run, you just had to sit and think about how you were going to approach each task rather than learn by rote what you needed to do at what moment in order to get further. VVVVVV isn’t like that, there’s a lot you learn to do simply by rote and getting your timing right can be very hit and miss.

It’s not an awful game, it’s got a lot of charm to it. What it does, however, is make me very thankful that games have blossomed beyond the very limited set of genres and ideas that games in the 70s and early 80s had. In Charlie Brooker’s Gamewipe, he gave the example of a programme from the early days on computer gaming where one presenter dismissed games as lacking any long-term or mass appeal. He criticism wouldn’t stand today because, at the time, games only came as aesthetic variations on one of a few concepts.

My point to all this is we should not harken back nostalgically to a supposed golden era of gaming where things were better, because games are much better today than they have ever been. It’s fun to play some of the older games that were good at the times, but can we really compare classics like Space Invaders to the best of modern day gaming? No, Space Invaders bores me to tears quickly because it’s the same level repeated for the sole achievement of earning an increased number near the word ‘score’ that does not appeal to me as much as it did to those gamers. Pac Man is a little more fun because there’s a bit more balanced challenge and variety but, again, modern gaming wins out. After the NES came out, the face of gaming changed radically and grew into new forms; it still does.

The problem is every time a Brink or a Dungeon Siege III or a Duke Nukem Forever comes out, players are rushing to praise how older games had it right, but they are comparing the better games that they remember to any game coming out today. The fact is that there was plenty of crap coming out then, why does anyone think the crash of ’83 happened? But people won’t remember Custer’s Revenge or E.T. on the Atari 2600. People remember the first Castlevania more than they remember Simon’s Quest and we don’t realise that we do this all the time (and not just in gaming).

So I have a criticism of VVVVVV and that’s the assumption that pins a lot of the talking that games are too easy, too soft on gamers today. They’re not, because the difficulty of games like VVVVVV aren’t a complex, satisfying challenge; they are just arbitrarily difficult to extend game length and we should not condemn modern games for cutting this out. What’s worse, I don’t get irritated or give in to the frustrations of VVVVVV because death is so trivial and arbitrary that it’s turned itself on its head and become fairly easy to complete.

Sexuality and Dragon Age II   1 comment

Video games in the early nineties rarely portrayed sexuality. Early examples such as 1973′s Gotcha by Atari or 1982′s Custer’s Revenge are crude and often marked by immaturity or worse, but it has acquired an increasing presence in the medium since the mid- to late-nineties. The usual cries sexism, pornography or objectification has come from the usual conservative or identity politics groups, and arguments that have been dead since the days of the Meese Report continue to snap at the heels of game in a largely ineffectual way.

Video and computer gaming continued to explore these concepts and eventually explored more varied themes as well as darker ones. Sometimes, it went into the utterly tasteless but, I would argue, not as frequently as did cinema; most of the time, it was a tasteful affair, even when the media portrayed it otherwise (Mass Effect is a famous example of this).

A different response gained the attention of games journalists recently. A certain gamer, Bastal, posted on the BioWare forum, claiming to represent “straight male gamers” and wrote about his problem with the fact that several male characters were flirting with him.

His complaint was shot down very quickly by David Gaider, a writer who worked on Dragon Age II. Gaider argued that the romance options were designed with as wide a group in mind and there are still options available to everyone, regardless of gender/sexuality combinations. This is all well and true, but I think a lot of Bastal’s critics ignored a fundamental flaw in Bastal’s argument that renders a lot of the debate moot.

Bastal speaks of the minority groups he claims are being excessively catered for as acting as if they have a right to such. He wrote:

The idea of privilege is ridiculous. The “privilege” always lies with the majority because if your goal is to make a game that will be liked by as many fans possible, then it makes sense to focus on that largest group. Why should one fan’s enjoyment be more important than five others? It’d more accurate to call “privilege” the idea that some minority group gets special preference for political points. If you really want to be all-inclusive, then I don’t see why homosexuals should get special preference while leaving other minority groups out.

The fact of it is that there is no should here. It’s BioWare’s game and they are under no obligation to make the game appeal to any individual or sets of individuals. They should try to make the game to their own design ethic and, ideally, should make it profitable. Metacritic user scores indicate they have have failed to impress people, but that is simply over the thought that the sequel was dumbed down.

They are, ultimately, a private company with with privately owned intellectual property. The privilege lies with whoever Bioware chooses to privilege in their games. For all this, though, I think the other reason that Bastal’s argument falls flat is there was probably no thought in the mind of the writers of really catering for gays per se. A long time before this, Fallout 2 allowed for homosexual and bisexual characters and suffered no such complaints largely because people will play different characters from themselves more often than they would try to create characters who are simply themselves projected into the game. If Bastal thinks these sexuality options were implemented to draw in homosexual gamers, I doubt he is entirely correct.

I take Mass Effect as my example here. I really don’t think that the inclusion of Liara was aimed at being inclusive and more at the idea that a fair number of people like seeing members of the sexually-preferred gender getting on with each other. If nothing was wrong with this then the idea that idea that there should be a wider palette in Dragon Age II definitely qualifies as acceptable.

On the other hand, some might complain that the prevalence of non-heterosexuals seems a little too high. Certainly, this criticism might appeal to me if every other character were throwing themselves at my feet (a criticism I do have for the staunchly heterosexual game The Witcher, which does get a little tasteless), but this is not what is happening. While the presence of such a high number of non-heterosexuals would seem unusual, it hardly breaks suspension of disbelief. There are a lot of background assumptions that can be made as to why this presence is there. They could be biologically geared more towards bisexuality in a way species not too distant from our own are in real life (I am speaking of our fellow hominidae, the bonobos) or cultural factors could come into play. It can be explained within the game world more easily that the fact that women in their sixties still have the body of an 18-year old.

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