THE MEANING OF LIFE (AND LEVELS)

 

I was watching Tristan play the new Bloodborne DLC last night and was reminded of something that really impressed me about Dark Souls when I played it a year or so ago. His character is at full-swing by this point; I'm not sure of his hourly commitment but his toon had a wicked raven-feathered cloak and a man-sized runic claymore strapped to his back. Lots of levels and equipment. He wanted to show me this epic boss, the gigantic, gangly, smoldering First Vicar, Laurence. But on the way up the stairs to the bossroom, he had to scrap with this fat demon guarding the door. Tristan was explaining something to me as he played, got distracted for a moment, and this minor enemy promptly killed him in two or three blows. Tristan's character is like, raidboss level, and he still drops dead after one slipup. That's because Bloodborne and Dark Souls have this refreshingly sadistic take on how Hit Points ought to work in an action RPG -- no matter your equipment and levels, your health is still a rare and precious resource. No amount of grinding or farming will immortalize you against a few hits from a Level 1 Wandering Bald Man. This is a rare feature, but I think it's much, much better than what we're used to in RPGs.

Even a pig can defeat a Wandering Bald Man. Gif via Tumblr. From Adventure Time.

Even a pig can defeat a Wandering Bald Man. Gif via Tumblr. From Adventure Time.

Brace yourself. There’s a bit of a build-up to my point, here.

No matter what task a game sets you, a lot of the time, you’re also set with the task of trying not to die while you do it. The complexity of puzzles and battles wouldn’t be a problem in a lot of cases if death was not a potential outcome. Without death, there's no tension: You could just stand there and take gunshot after gunshot in the back of the brain as you calmly picked the lock or whatever. Dying in the game translates to kind of player-death too; the player's flow of experience and permission to play is briefly interrupted.  So game designers’ve gotta measure out that incentive -- by giving you life. Life is this resource that comes between getting to play, and not getting to play anymore, not getting to maintain continuity. That is the main motivator to play well in many (most?) videogames -- to not be sitting idly between lives.

In primal forms of gaming, life is binary -- either you have it, or you don't. In Mario, one hit will kill you, unless you’re big. Being big equates +1 life in a way - just not one you hold in reserve, like a proper 1Up. But as gaming history has progressed, the life force concept has extrapolated. As a quantity, Life itself has been dragged out. Usually it’s a two- to four-digit number now, somewhere in the code, getting incrementally chipped away at by various hazards. The play experience doesn’t change as life total fluctuates - it’s like an awkward, irregular timer, counting down your remaining permission to live. You’re still fully alive, even at 1/100 life points. Most of the time the only difference between that and being at 99/100 life is a red wash over your perspective, or a hobbled walk animation. Tension is artificially created as the player approaches one slip-up from dying, kind of a slow-wave tension that accumulates as your healthbar declines.

A primer on slowly dying. From Doom.

A primer on slowly dying. From Doom.

This is like… this shit is your soul. You can suffer dragonbreath and liquid nitrogen and suppressive fire as long as this meter is non-empty. it’s the ghost in the machine, the umbilical cord between the tangible game-experience and the heavy-breathing gamer. For you the player, Life represents the arcade era's final precious quarter, the license to game.

So how do you get more of it? I mean, yeah, a game moves along and your character amasses life experience, they’re gonna get better at stuff. The only path to mastery in reality is through gaining new experiences and learning from mistakes. Swinging a +2 Bastard Bloodsword once might not make you any better at swinging it; but swinging at 100 times at different body parts of various creatures will probably qualify you to use the weapon more effectively (kudos to Skyrim for using a level-up system that actually depends on using the relevant skill). Or if you accumulate 200km mileage of jogging back and forth across a low-gravity space station, you’ll probably be able to run more steadily and quickly.

But how - HOW?? - does taking a bullet in the stomach make you better at doing that? To generalize, how does a video-game character “gain health”? Does their hide thicken? They have more blood somehow? Or like… weird tumours all over the place which absorb damage? I mean, sure, characters get better at dodging and blunting attacks, but that usually translates into a dodge skill or armour stat. We’ve been over why a healthpool certainly isn’t mere pain tolerance, because when it runs out, you die. No amount of experience-won pain tolerance is going to make a twin-kidney katana Delta-strike cause any less... death. It is something I’ve wondered about since I first played Dungeons & Dragons in the eighth grade. You can make up a story about how literally every other element of leveling up works out in an RPG; XP represents hard won respect from the elder wizards in town, who bestow you with new arcane spell knowledge, or with time, your bond with your steed improves and it is willing to push itself harder for you, or your hard work in the forge has caused your wrought-iron goods to come out sturdier and more valuable. But your life pool increasing? More arrows in the eyeball before dropping dead…? My DM told me once he’d dreamt the answer to the riddle of HP growth, but completely forgot upon waking up.

see Super Bunnyhop for atrocious exceptions to this “leveling up sorta makes sense” argument in video-games.

Maybe none of it is worth making a stink about. RPGs are all about numerics, and if the numbers didn’t get bigger and bigger over time, there’d be no rising stakes, no sense of growth nor accomplishment. But, as I belaboured above, the healthpool represents something fundamentally distinct from other stats. It is the line (sometimes a very thick sharpie-markered line, but still a boundary) between game and not-game. Maybe that should be respected and designed around more often. Even legendary heroes can die, historically, to a poisoned dart in the heel. What expertise really grants is the ability to outplay the threats to our life totals; experienced combatants move faster and more efficiently than amateurs. They extend their lifespan by evading and countering attacks, not by swallowing them. Most commonly, one extends the healthpool by straight up killing anyone who threatens it before they can deal their damage. I think adapting level-up systems around a static, monolithic health total could make the sense of achievement that accumulates in an RPG much more rewarding and holistic. Most leveling up should be forwarded to the player’s ability -- level ups should give you new tools that you must apply skilfully, in a way that effectively gives you an extra heart, rather than literally. Otherwise you have this giant meat mannequin that blunders its way through obstacles less and less delicately, disregarding painful mistakes because of the forgivenesses of a deepened healthpool. That’s hardly the symbol of mastery I think most RPGs really want to convey with their lategame. Life ought to remain precious throughout.



THROWBACK THURSDAY: ORDERLY

This is musician Neil Cicierega at the ripe age of, what, 16? belting out an uncontested anthem of 90's kid culture. Newgrounds.com: the hipsters of the future, today!

This is musician Neil Cicierega at the ripe age of, what, 16? belting out an uncontested anthem of 90's kid culture. Newgrounds.com: the hipsters of the future, today!

I got  away with playing a lot of videogames as a youngster. Ours was a fairly relaxed household and the siblings in my family were trusted to spend their free time wisely, watching TV, playing games, and eventually surfing the web to excess. Internet in particular was a powerful influence, and was even more so back in the late nineties when I started using it as a 7 year-old. At first, the Internet was just an extension of my other interests -- I would just look up the YTV website, or Fox Kids, or video-game guides. But it didn't take me long at all to realize the Internet was a place where things forbidden elsewhere strode free. My parents sure as shit couldn't keep up, and that gave a sense of entitlement... A spectrum of vulgarity, obscurity, and other media-unattainables were suddenly at my fingertips; and so with a curious eye, I discovered Newgrounds. The problems of the future, today!

The 11th highest-rated Newgrounds video of all time.

The 11th highest-rated Newgrounds video of all time.

Sown in the soil of pirated Macromedia Flash zipfiles and a flagrant exploitation of the Internet's exclusion from any and all broadcasting standards, Newgrounds was a fringe tween's paradise. It was kind of the cable access of the Internet age: mostly crap, but always surprising, always obscure, and occasionally, mind-blowing. There was a series of games called the Negotiator, in which you simply navigated various dialogue trees to reach a certain outcome. My favourite among those was 'The Barfly' as I was confident that in a successful playthrough you would see the lady naked, as in MANY other Newgrounds titles. There were the Xiao Xiao and MADNESS silent series' of ballet-like cartoon mass murder. David Firth's chillingly hysterical Salad Fingers made its start on Newgrounds. I remember an influx of content so massive and sudden following 9/11 that a whole section of the site was devoted to it: half completely tasteless comedy, half inflammatory political commentary, all inappropriate to bring up anyplace else (the most inappropriate fo this content has been taken off of the site by now...). It was a top secret South Park, an island of media apart from the corporatized TV set. It seemed like nobody was making this shit for money or for fame; they were making it cuz they want to make it.

EDIT: Returning to Newgrounds I see it's now inundated with banner and pre-content advertisements which you can pay a subscription to ignore...

Everyone knows the internet is REALLY for isolating yourself from loved ones.

Everyone knows the internet is REALLY for isolating yourself from loved ones.

Tom Fulp, the founder of Newgrounds, was himself a prolific content generator, creating such charming titles as fantasy-school-shooting game Pico's Day at School and Disorderly. The latter leapt to mind recently and inspired this post, I'll describe it. It's a sidescrolling beat-'em-up in which you play a disgruntled ginger orderly in a retirement home who needs to reduce the elderly population at the retirement to make room for "younger, wealthier tenants," which you do by... beating up old people. There are mega-old people at the end of each level before moving on to the next-most-dangerous category of octogenarian (I am pretty sure this game taught me that word): 'Wheelchair,' 'Senile,' and so on. There are also side-rooms along each level where you score bonus points or a power-up. There was one I closed my eyes during because it felt so wrong: there'd be this black naked old man in a tub you had to spongebathe, and he'd moan and groan in response to your, uh, stroking. This game's total disregard for social politics is, by today's standards, impressive. The site's content always pushed to get away with nothing less than it could, which, in the Wild West of Internet days, was everything. And what's more, the crude content wasn't reflected in crude design: even today the game plays quite smoothly. I think Newgrounds was dumb stuff made by smart people. But it sure fucked me up.


EXPLHORROR 3: NOPE! NO MORE...I'M DONE HERE.

Nancy Regans 'Just say no to drugs' campaign in the 80's was the supposed retaliation and answer to the 'war on drugs.' A fitting retort, and a new exclamation to all the would be 12 year old boggie sugar users and nerduels contemplating a tasty  joint being dangled in front of them by the same country supplying them with said narcotics.

Here, today, on Halloween were not dressing up like Nancy Regan, were replacing the word drugs with Outlast, Metro, Dreadhalls, Vanishing, Resident Evil. That phrase campaign is just as relevant today as we want it to be. I didn't say no to anything in the 80's and look at me now. A popular adage in the improv game is 'just say Yes', which i have been living by for years. But we all have friends who just have to 'say no to horror games.'  

Click the image or here for some more snarf worthy chilling tracks for Halloween.

Click the image or here for some more snarf worthy chilling tracks for Halloween.

Saying no to a great Horror game is really hard for me. Especially with all the great indie titles being released in the past years. Although many of them fall flat they are just as important. At the very least, we learn what doesn't scare us so we can streamline our terror and tailor our experiences for a truly personal exercise in fear. That's not crazy right? The more i play the more i realize when to put my severed foot down, what i just can not allow into my horrorscape any longer. This includes 

Rape: I've seen enough of this for a lifetime of celibacy. I'm done with rape and I get it. I don't need to see that anymore. In games it's pretty rare to walk into a huge rape scene (Tomb Raider, Hotline Miami 2). But with film its rampant, Usually its pointless and only serves the viewers discomfort. The power of rape on screen is that we are helpless as a viewer to do anything about it. I have a FF button and eyes that i can close but that's about it. There is nothing new or inventive to be done with rape scenes anymore and there is nothing to be gained by it. Of all horror i'm the most uncomfortable and annoyed with rape and one other exception.

Torture:  Nails  torn free from hands, knees stabbed slowly, eyes pulled out, you get the idea. We've all experienced torture in some way. I don't mean that 'friday can't come fast enough' kind of pain but real helpless, nightmary agony. I just can't take it anymore. The last torture anything i saw was Wolf Creek 2. This villain is amazingly well done. With John Jarratt playing the role of Mick Taylor. Hes essentially the protagonist of the story as well. You can see his face, he shows up at the beginning of the movie. He simply hates people and does very Snarff worthy things to innocent travelers.  Maybe its watching someone tied up in a chair, or the screaming, or the sound of the skill saw whirring at 1200 RPM. or the blood mist covering the body parts. It captures my imagination so well that i cant help but kick and squirm when i watch it because i can easily assume the role of the victim. It a very powerful device horror uses and something i just can't do anymore. Fuck, i had a hard time with watching Snake in Metal Gear 3. It physically effects me. My heart is jacked, my hands are sweaty and my mouth gets really dry. I respect the power of torture in a story but i just have to say ' Nope, fuck this' pause, menu, quit.

An interesting conversation i had a few weeks back with some friends involved rape vs torture. See i learned that for women Rape is a mans version of Torture. A man watching Saw should stir up the same reaction that a woman might have to a rape sequence. Except for us men, were not continuously thinking about possibly being overwhelmed and tortured as were walking home alone late at night. It was a great conversation that had me really realizing how women feel about rape and how ubiquitous those thoughts for women are. 

That being said the real reason we can't turn on our PC's and consoles at night is the tried, tested and always effective jump scare. What a cunt these things are. I feel like every time it happens to me i loose about a week off of my total life span. Incredibly cheap yet effective. They are here to stay and will be forever be keeping us on our toes.  

EXPLHORROR 2

Welcome back to our second segment of Explhorror. Where we have been expl-goring the subtleties of interactive horror and what leaves us thirsty for more. This round is all about atmosphere, sound design and how the marriage of the two is of the two devices willlive happily ever after. These days maybe not, divorce is rampant after all, enjoy it while it lasts i say.

This badass collaboration by OGRE and Dallas does in fact kick balls! Just released today! Click here or the image above for some 80's inspired Halloween sound treats. 

This badass collaboration by OGRE and Dallas does in fact kick balls! Just released today! Click here or the image above for some 80's inspired Halloween sound treats. 

Stories  are ancient things, tattooed into every culture, transcending generations. If you spend enough time with one it could betray you, reveal mysteries or uncover personal insights. Essentially they are experiences as elaborate as we choose them to be and everyone has one of their own. They can find there way into places you didn't want to see them and alter themselves to fit anyones purposes. They attach themselves to every object we've ever had and every person we've ever met. A story is as powerful as the medium wielding it. Strangely, and for some reason the Horror videogame genre tends to spend its energy on all the devices surrounding a story and not the story itself.

It didn't use to be this way, Frankenstein was a thinking mans (or womans) macabre tale of creation, loss and expectation. These days it more like "Hey Sidney...what's you favorite scary movie?' A group of survivors are left stranded in the outskirts of Raccoon City and happen upon an old seemingly well kept,  mansion. A father visits a small foggy town with his daughter only to find her kidnapped moments after they arrive. An archeologist finds a strange and powerful object in a middle eastern cave and goes crazy. Even the discriptions share moody settings.The stories themselves are typically an after though to the visual and auditory spectacle that's attached to them. Usually its a 'find the person' or 'get out of the place' or 'find the object to find the person to get out of the place'

In a great Horror game the atmosphere itself takes its own character. The sound fills all the hollow spaces the mood cant account for and boom. You've just pood yourself in the dark and have no real tactical way to the bathroom. Suprise muthafucker!

Great game atmosphere had not really been that exciting at the time i was in film school 15 years ago. The fog in silent hill was the best example.It was during those idle days in Cinematography class that i really began to understand mood, atmosphere and how important it is to get it right. Mostly it was just pumping fog into the woods or wherever it is you happened to be shooting your next scene.  The fog would fill in all the dead spaces and soak up the light and diffuse it beautifully. Very effective. Good to know. Atmosphere= fog.

Metro 2033 should go down in the history books. This game has Snarf potential. Snarf is an uncommonly used verb (mostly by myself and maybe one other guy) used to describe any bodily discharge of any kind. If i said 'Metro made me Snarf all over my lap and mechanical keyboard' that could mean puke, pee, spit, poop or other. So i Snarfed many times during my play-through because it was so damn convincing. It could be assumed that graphical muscle has caught up to our imaginations. This game is incredible. I have friends who just say 'nope' to that game. They can't handle the oppressive atmosphere in tandem with the growling mutant sounds echoing down the tunnels. At this point the best thing to do here is just demonstrate. 

 

Another excellent example of great mood is the Resident Evil Remake for the Game Cube in 2002 and it will still blow your dick off. It looks marvellous.

 

Arguably the most important aspect of anything scary is the sound of the thing. When i'm reliving some terrifying moment  for the 12th time in a row i take off my headphones to concentrate. Its just pure nightmare fuel to have the failed moment be relived over and over until its beaten.  Its hard as hell  not to let the groaning, choffing, slimy noise distract me from the challenge itself. So my reaction is to disassociate with the moment in order to complete the task. Life lessons. Disassociate when times get tough. Being scared as fuck is also another technical term i might use here.

The best sound design should scare you. It should suggest badness is around the corner, it should use your own imagination against you then Snarf on it.  All the layered modulation, and distorted sounds are extremely necessary to achieve full immersion. The chainsaw man in Resident Evil 4 is tattooed into many gamers brains. When i hear a tree being cut down i cant help but think of the trauma the audio cue has caused me. The Ying Ying Ying revving of a saw motor behind me now jacks me up into overdrive. Fight or flight they say and in a game either is acceptable but not always available. 

Suprisingly many videogame sound designers create their own sounds from scratch for each game they work on. If a sound bite is required for a character digging up something they will do a sound recording for it. If it happens again weeks later for another game they will re-record a separate individual take of that sound again..

Happy Friday all. Here's a few more fantastic audio examples from Dead Space. My dog hates me right now.

EXPLHORROR

a terrifying photograph taken  at god knows when from god knows where. Spoiler alert, the family died. Just kidding, well the family is likely dead now but not because of an upside down flailing shadowmonster...i think.

a terrifying photograph taken  at god knows when from god knows where. Spoiler alert, the family died. Just kidding, well the family is likely dead now but not because of an upside down flailing shadowmonster...i think.

HAPPY HALLOWEEK Boils and Ghoulies! Our favorite time of year has arrived once again, if it hadn't then we'd be having a very different kind of conversation right now. Thankfully that's not the case and we can get on with our celebration of mental anguish. This week we will be exploring variety of horror themed topics mostly related to gaming, rather than one giant terrifying post we feel its best to slowly draw out the tension with scraps of viscera.

Today is all about watching vs participating.

Official Maniac soundtrack by Rob.  Please enjoy while you read.

Us gamers are a special kind of fucked up. There exists within us a strange desire to simulate fear and anyone who plays games has most likely played something scary on purpose. Mulling over the trailers, watching lets plays and chin scratching over which title has the best scare: cost ratio. It takes a certain kind of someone to actively seek out horror just for the thrill and excitement fear can bring us. Of course we are not in any real, tangible danger so we convince ourselves its safe. We all saw our share of horror on screen at a young tender age and assumed we were equipped to handle any slimy monster, or red painted-whatever came at us.....

Friday the 13th pt.7 the flying twinkie.

Friday the 13th pt.7 the flying twinkie.

But watching vs participating is a very different thing. The first example of this was my personal experience with Resident Evil in the summer of 1996. I was 14 years old and was a big slasher horror fan, presumably like most boys my age. Thus far Mario, Sonic, Crash Bandicoot, Zelda: a link to the past were a few examples of my early gaming career. At the time horror, for me, was having one life left before a game over. Watching Jason Voorhees dashing innocent campers against a tree was shocking, but i didn't loose any sleep over it. 

We spent all our allowance on renting the game for the weekend, bus tickets to get to Blockbuster video and slurpees with bags of candy to get us through the night. So our budget was stressed already and the guy at Blockbuster was really pushing us to get a memory card!? What the hell is a memory card? I can't save the game on the disk? We had a quick huddle about it and resolved that we would not require a Memory card. Mistake. We had inadvertently created a Roguelike and just amped the tension to 11 with that choice. Which in hindsight was a big moment in my obsession with horror.

When we booted the game up we had a good laugh. Even then, the intro was hilarious. But then we started playing the game. The slow loading screens were done so well that many of us gave up the controller before the next rooms door opened out of hopeless anticipation. The audio cues of slow footsteps would send us reeling. What pussies i thought, then i would play. Enter a room, and the now famous dog scene from the game really screwed me up. When the dog smashed through the window nobody in the room knew what to do, including myself. Normally someone in the room would have something to say, albeit not helpful or constructive, but something. This time, no. I popped off a few rounds at the carpet and ran away. A reasonable response. I was sweating, short of breath. My Heart was throbbing bad. I realized that i had just experienced that moment with my whole body and not just my mind. 

Watching lets plays is popular because your waiting for a reaction from the player with nothing really to invest in. All the best lets plays are from horror games. Watching someone freak out is, and always will be, fucking funny. If you were the one playing you probably would have reacted in a similar way which adds to the funny (flailing all about and screaming like a baby) But you will certainly never forget it. 

When you play the role of the character everything changes. Your invested --- spending time and money on something you expect to stimulate some sort of emotion. We expect this now because, usually, the games deliver and treat us to something special. In a film nothing is at stake. Awful things happen to innocent people. Killer lives or dies. THE END. You might remember an especially brutal kill or the sexy lead character, maybe the killers mask. For me, i remember much more about a gaming experience because, if done well, iv'e tricked my mind to believe that i was there. Rarely do i ever feel like the character i`m playing. Mostly i put myself into the shoes of the protagonist. Much more frightening that way. Occasionally i find myself recalling a certain memory of myself reading a morbid letter with faint scratching sounds coming from the wall beside me in a dark, smokey room and distinctly remember feeling nervous. Turns out it was a sequence from Metro; 2033. Has that ever happened to you?

Fear is a fascinating and powerful thing. Its a visceral emotion with the potential to overcome ones entire life if not tended to properly. It must be constantly analyzed, assessed and controlled in order to be an effective measuring device of outside threats. Some believe it to be an exaggerated leftover self preservation response from our primeval days hiding from predators. Still effective today and absolutely necessary for our survival. Something i feel we can all agree on is that we have felt it in at least one of its many forms, routinely.

Tomorrow is the efficacy of atmosphere and sound in Horror games. Tune in kiddies and happy HALLOWEEK.