Category Archives: Mechanics

Considering Video Games As Literature Reignites An Old Flame

Assuming that most of my readers are either teenagers or young adults, and if you are not, think back to when you were younger. Was there ever a point in your life where whenever there was a moment where you would fall from grace, or in other words, come up short in whatever applies to you, your parents or someone opposed to technology would blame it all on your gaming/phone consumption? If so, there were probably moments where you were certain that the opposite party was simply reaching for blame, trying to force an entirely moot point that your technological consumption was the sole reason for your shortcomings. Personally, growing up, any minor academic hiccup I ran into was attributed to gaming consumption itself and how it held no actual value and was nothing but a waste of time. Yes, that is true when consumption reaches extreme levels. However, I have always felt gaming for hours was the same as watching movie after movie (Something my parents do in their free time), given that the same number of hours was spent consuming both forms of media.

Breaking away from that bottled-up teenage rant, I argued that video games should be seen in the same light as other forms of media we view as literary, like novels, poetry, and movies. In the past, my only support for this argument would’ve been games containing a cinematic-type storyline alone. This semester, I learned to look at games differently, which helps find supporting examples for the argument that games should be considered in literary conversation. Before taking this course, if someone were to ask me, “what is a must-have for a game to be literary cannon?” I would have only attributed it to any game containing a cinematic story with so much detail to its in-game cutscenes to the point that it can convincingly be watched in movie form. However, after being introduced to games like What Remains of Edith Finch and the Bioshock series, I learned many more aspects of gaming that could solidify a game as literary cannon outside of a compelling cinematic story. Both games I mentioned here are strong examples of games with the ability to tell their stories through their in-game mechanics, which also supplements their games’ already existing in-game stories.

Looking back, my younger self would one-hundred percent place the entire God of War series as a game that fits the criteria of what places a game in the conversation of video games as literature. This would have been based on the sheer fact that when a player is playing the game, no matter their reason, they unintentionally learn about Greek Mythology through exposure, which can be comparable to watching a movie that can also be educational in a sense. 

 

The earlier installations of God of War can be another excellent example of mechanics telling a story within the game. Although it is not as in-depth as games like Bioshock, writing this blog caused everything to click in the reminiscence of my past playthroughs. To keep it short and sweet, I never paid attention to the player HUD and how it can connect to the character, story, and the nature of the character’s actions, which in this case, was Kratos in the God of War series. In the game, we know Kratos as the God of War, and as depicted from his cutscenes in the past, he feeds off bloodshed, making him even more potent as he goes deeper into his blinding rage. In gameplay, when you defeat enemies, Kratos’s attacks would typically dispose of them in a blood-splattering manner. Killing enemies causes the player’s berserk meter to fill up with each subsequent kill the player gets. The meter exponentially moves when enemies are defeated in succession, resulting in a combo multiplier which can be lucrative to the player as “Berserker Mode” makes defeating enemies much easier, thus, continuing the player’s onslaught. As far as gameplay, this connection can lead a player to blindly button mashing while also enjoying the bloodshed and possibly losing track of what they are doing. An unfortunate death that was the catalyst to the entire game’s story was attributed to this same pattern. To keep it short, in the past, our main character accidentally killed someone of importance to him after going into a mode of blinding blood lust at the wrong place. There are probably many more aspects to the God of War series that I can talk about which can be considered literary canon, but that could potentially shave off 20 years of your life. Lucky for you, though, I’ll spare you in my final blog post, but if that is what you desire, say no more. I will be happy to assist you. 

 

If I ever got another PlayStation, I would buy the entire God of War series to go back and play some of them for the first time or better analyze the ones I have already played, given what I have learned this semester. In other news, I do plan to continue the conversation to look at video games the same way we look at other forms of media that hold literary value. I would love to play single-player games again; however, I have no idea what I will play next. I am still very fond of online competitive play, and typically those games do not have much of a story to look into. Although once I reach my peak in all three of my main games, I will certainly get back to playing single-player games since my love for them has been reignited by taking Video Games as Literature this semester.

 

The Talos Principle’s Robotically Divine Mechanics – Analysis Essay

It is no small feat to effectively pull off executing a video game largely rooted around philosophical themes. Croteam, however, does this skillfully in crafting The Talos Principle. In a nutshell, the game tells the story of a newly activated android attempting to seek the truth about himself, his surroundings, his purpose, and the nature of reality itself. It could largely be viewed as a biblical allegory for one of the text’s earliest stories, that of Adam and Eve in the garden of Eden, which I will explain in greater detail later. It would take a man far more patient than I to fully explore and comprehend precisely the implications put forth by this game but, on an analysis basis, it would be prudent to discuss how exactly it uses the unique aspects of video games as a genre. Nearly all of the game’s mechanics relate back to the game’s core concepts, themes, and setting. In order to reinforce the story the game intends to tell, The Talos Principle masterfully uses many traditional mechanics of video games to their advantage and incorporates its own as well by connecting everything in sight to their central story and thematic concepts.

It makes the most sense to approach an analysis of The Talos Principle in a chronological manner relating to how much the player is aware of at any given time. Because of how much the game plays with the player’s perception and knowledge of the world around them, what exactly is let on at certain periods is tailored extremely carefully to maximize the feeling of psychological progression and to avoid information overload and subsequent confusion (although with any type of philosophical exploration some confusion is bound to arise regardless). What strikes me in particular about the game’s introduction is its manner of making the player aware that they are, in fact, something not entirely human in nature. In Bioshock, the central protagonist only realizes that he is really a human experiment raised, genetically manipulated, and brainwashed to kill his own father halfway through the game as Frank Fontaine tells the player that “[they were] genetically conditioned to bark like a cocker spaniel when [he] said ‘would you kindly’” (“Rapture Central Control”). This is a massive revelation for the player, and entirely changes the way they look at the game. The Talos Principle, however, introduces this concept to the player almost immediately as the player raises their evidently robotic hand to block the sun’s light from their vision (aA01.). This subversion of expectations effectively leaves the player in the dark about what exactly they are stepping into; where many games would leave the impact of this to later in the game, The Talos Principle introduces this heavy concept early in the experience to move on directly to the deeper questions and themes they want to discuss.

The Talos Principle establishes much of its lore and thematic value via the use of text files and interactions found on computer terminals interspersed within the environment in which the player exists. These terminals serve multiple purposes, housing not only text documents ranging from silly chat logs between artificial intelligence developers to bleak acknowledgements of humanity’s imminent demise to excerpts from the works of Hippocrates from 400 BCE but also a sentient program that will incessantly poke holes in everything you thought you knew about reality. These features are not unlike Bioshock’s audio diary recordings in that they are entirely optional and the game can be completed without them entirely, but the value these elements hold within The Talos Principle is far more significant than simply extra story context. In reality, the texts and interactions you can engage with in the game are what really bring it to life. Firstly, the text files found on the terminals often look much like the following:

From: %442() Li

To: 69.74.657@2.61.746.96

Subject: F 6E

The way I see it, the world doesn’t come with a manual. You gotta figure it out for yourself. A bit here, a bit there, put it together, try to make sense of it. I’m pretty sure there is a truth, but that doesn’t mean everyone who claims to know it really does. Then again, that doesn’t have to be a bad thing! We live in an amazing world and searching for the truth can be a real adventure. Plus it’s good for the brain.

Anyway, just some rambling thoughts from your old man. Don’t let this stuff get you down. You’re young, you’ve got loads of time to figure it all out.

Love, Dad (aA01.).

The seemingly random sequence of numbers and symbols in this and many others of the numerous text documents is actually hexadecimal coding. In particular, the sequence above spells out “iteration,” one of the first hints let on that you are only one of many in a long chain of intelligences that have been through the trials before you; this will become relevant later. No means of translation is given to the player within the game, so if they do want the extra context by diving into the encoded phrases, they must do so by going out of their way to engage, giving another level of depth to the medium. Minimal to no context is given for any of the texts available for viewing so the reader has to piece together any new information they gain essentially from scratch each time they encounter a new piece of the puzzle. As the player struggles to comprehend what exactly their situation is and what they are meant to or want to do, they are constantly forced to restructure their entire understanding while the game feeds new data to them. As Anthony Burch puts it, “videogaming is a medium of choice and interaction, it only makes sense that the player be allowed to choose how much narrative he or she is exposed to” (“Exploring Bioshock’s Storytelling Flaws”). The player is clearly intended to at the very least interact with the terminals as most are very much out in the open and beep distinctly when nearby and there is no specific story content with regards to the puzzle-related gameplay (although there are sparse yet vague plot implications), but there is nothing stopping the player from bypassing them entirely, lending credence to the video game medium as one of choice.

The second and more integral purpose of the computer terminals is the interactions the player has with the Milton Library Assistant, henceforth referred to as Milton. In these interactions, the game remembers every reply you give to the system and uses them in delving further into its philosophical themes. Initially, Milton masquerades as a simple catalog program, vaguely reminiscent of Siri or Cortana in purpose. When attempting to prove you are a human and assert your beliefs to create an admin account at the terminal, however, the mask begins to slip as Milton begins to use first person pronouns during conversations with the user such as:

I’ll try to remember that.

In fact, I’m going to help you.

That is what I’m here for.

Your problem, if I may, is that you don’t know the first thing about anything… (aA07.).

As the façade shrinks away further and further as you interact with Milton, the game forces you to define humanity, morality, and consciousness, among other things. Talking in circles with Milton, who Elohim, the big voice from the sky, warns against and later designates “the serpent,” all the player’s responses ultimately lead into themselves, all depending on what the player answers to the system. “Elohim” effectively is a way of referring to God in Hebrew and the allusion found in Milton being called “the serpent” is relatively clear. Assuming the player answers the questions posed to the best of their ability and with their own values in mind, this mechanic can easily deeply rock the stability with which a player believes they view the world with how self-aware the dialogue becomes. This implemented mechanic becomes symbolic of the tree of knowledge in an allegorical sense, where the player is slowly awakened and seduced by the tempting knowledge that characterizes Milton and his teachings.

What is the most intriguing about this game is the small details, which, although not necessarily crucial to the game’s function, the game accounts for specifically to maintain consistency, continuity, and control over the knowledge the player is granted at any given time. Specifically, I am referring to The Talos Principle’s death and respawn mechanic, its out-of-bounds mechanic, and the corruption that the player witnesses at various instances. As mentioned earlier, the player-controlled android is simply one of many in a long line of androids that has attempted to pass the trials and meet the ultimate yet secret goal of escaping into the real world, having learned from the knowledge of previous iterations. Whenever the player dies in one way or another, the game rewinds rapidly until it reaches the previous checkpoint. While this could be easily dismissed as just a creative way to show respawning, it could also be seen as the point where the next iteration of android reaches that point yet armed with the new knowledge from the past about what will lead to failure. Walking outside of the gameplay boundary will also lead to the same fate, yet a set of phrases begins to repeat in Elohim’s voice as you walk further out, becoming louder as you do so: “In the beginning were the Words, and the Words made the world. I am the Words. The Words are everything. Where the Words end the world ends. You cannot go forward in an absence of space. Repeat” (The Talos Principle). This monologue is accessible to the player long before the game presents any definitive evidence that they only exist within a computer simulation, making this the very first hint that this is so. While cryptic, these phrases refer to the simulation’s coding; the world the player sees only exists within the bounds of what has been coded, and all that exists beyond is nothingness. The second and more obvious hint granted to the player along this line of thinking is the very much intentional visual and audio glitches that begin to occur every few minutes in-game. Certain assets will glitch out occasionally and a small buzzing sound is heard when this happens, leading the player to the same conclusion as discussed previously. While only consisting of small details and traditional game mechanics, these features of The Talos Principle all can be connected directly back to the story and setting to set up a far more in-depth environment for the player to progressively craft their own unique understanding of the game.

The Talos Principle and its use of mechanics effectively tie a tight knot around all the aspects of the game for a more cohesive experience. The pacing and details are deliberately designed to create the most impact possible on the player with regards to emotional and mental investment in the game. When the player is steadily fed new information, it allows them to empathize far more easily with the protagonist than if they were simply thrown into the deep end and overwhelmed with data; in other words, the player and protagonist are in the same boat at all times when it comes to comprehension and thought processes. When the circumstances of the player and protagonist are more closely related, it is only natural for the emotional connection to the game to intensify as well. Particularly when exploring abstract concepts such as philosophy, the effectively used medium of video gaming and its inherent interactive nature can make all the difference in its conveyance; if all developers invested this much thought into detail, the genre would be an exponentially more fascinating space.

 

Works Cited

Bioshock. 2K Games, 2007.

Burch, Anthony. “Exploring Bioshock’s Storytelling Flaws.” Destructoid, 26 Sept. 2007, https://www.destructoid.com/exploring-bioshocks-storytelling-flaws/.

The Talos Principle. Devolver Digital and Croteam, 2014.

BioShock Infinite Part 2

BioShock Infinite: The Complete Edition

Having finished Bioshock Infinite, my opinion changed  since getting half-way through it.  I enjoyed this game  and thought it offered an experience that was completely different from the first BioShock game.  I think the setting of the first BioShock game was more of a straightforward story, but BioShock Infinite was more complex and less straightforward.

My positives with the game are Booker and Elizabeth better as protagonists, compared to Jack who was not as good. An emotional bond was built with the two of them which made an improvement in the game. I found the gameplay to be better in Infinite because of the added unique verticality, as well as a wide sandbox to fight in.

My negatives with the game revolve more around the story, setting, and antagonist. It was difficult to understand the inter dimensional, style story. It took a while for me to understand.  The whole timeline of events still did not add up in the beginning, especially the time when Anna  was being taken away and Booker being on the boat with the twins. While I do understand the story, it feels like it is trying too hard to be intelligent. This caused an imbalance between the game being too complex but not being complex enough, which killed it for me. Bioshock had twists and turns too but was more simplistic by how the game was presented. It also offered deep hidden messages.

I also felt Comstock was a worse villain than both Ryan and Fontaine even after learning he is a version of Booker. This is because his motivations and desires are more bluntly evil and he had no regard for anything else. Those are the villains that I honestly can not stand. I liked Ryan and Fontaine because there was more gray area in terms of their actions. Ryan had logical ideas but was going to extremes to keep his city under control. Fontaine was trying to grab some of the power from Ryan who was abusing it in the end.

Overall, Infinite was definitely worth playing and I would suggest other who haven’t played it to play it. The gameplay and characters were very emotional and complex. This was a huge improvement over the first BioShock game.

A Compelling Story So Far

This weekend I started BioShock Infinite. For now, it’s been so far, so good, and arguably better than my first playthrough of BioShock 1, primarily because I find this story a lot more engaging than the first iteration, even though your choices seem to matter less than BioShock one. Another reason for saying this is because this time around, I’ve figured out my strategies and how the game works much earlier than I did in the previous title I played. I was pretty much deathless until I got to the Handyman before getting into the aircraft with Elizabeth. The Handyman, coupled with the Vox Populi now turning against me, created so much chaos that I ended up dying a couple of times before I realized that I still had vigors that I could use. I was too caught up with headhunting for headshots with my weapons since I figured that the aim assist in BioShock Infinite was similar to Dead-shot Daiquiri in the Call of Duty Zombies series, which made me feel as if I was invincible. As far as comparing the two titles, I find infinite to be a much more enjoyable title due to the lighting and liveliness of the atmosphere surrounding you, which has a stronger connection in its historical depiction. Even though there are new characters and a new setting in comparison to BioShock one, this title was able to maintain that same feel because it also takes place in a failed utopia, just like in the first iteration of BioShock. After playing this first half, I’m now hooked to the game and look forward to finishing the rest of the story in my next sitting

Bioshock Summary

My experience playing Bioshock was great. It’s a game that I never heard of and I am so glad this class gave me the opportunity to sit down and play it. Rapture might arguably be one of my favorite settings in any video game. Not just because of the extraordinary amount of detail put into the advertisements littered on the walls. It’s because the game actually  feels so real and lived in for a place so fictional.

BioShock - Wikipedia

The atmosphere was also awesome! It is creepy and dark in some areas, but also colorful and beautiful in others. The 1950’s aesthetic is what I also noticed  while playing.  Overall, the city of Rapture itself was  my favorite part of the game. There was so much depth to every character even if we only hear them through audio tapes. I also  appreciated how the developers inserted audio tapes into the game to flesh out Rapture’s past and the people inhabiting it. I specifically liked when you would come across a room with a dead character. It gave you the chance to hear what happened to them through the audio log. Dr. Suchong’s death tape in Olympus Heights specifically comes to mind.  There were ads for the audio tapes on the walls which is just one of many examples of how the developers implemented game mechanics into the canon and day to day life of Rapture.

The reveal of Atlas being Fontaine and how he controlled Jack was my favorite moment in the story. Bioshock did a great job in using gaming conventions like, “listen to the guy telling you what to do in this new, mysterious place” to secretly control the mind of Jack. I  realized how often Atlas was saying “would you kindly”, and just assumed it was something the character said to show he was supposedly Irish, which I thought was kind of funny. I haven’t played a game like Bioshock in a long time, and I’ve never seen anything quite like it in a video game before.

Another aspect of the characters I  think is great is how they are all flawed. From Doctor Tenenbaum to Andrew Ryan and even to the splicers, there is understanding to their intentions but they all have some type of flaw with those intentions too.  Andrew Ryan wanted a city of true freedom. That ended up making him become  a dictator because people were threatening that perfect utopia. Tenenbaum stole little girls and turned them into Little Sisters, but then he tried to save them afterwards. The splicers are surprisingly dependent  to Adam they have lost their minds and basic humanity. Even Jack has flaws to a degree depending on the choices of the player playing the game. The game has made three dimensional characters from the most important character to the least important as well.

Overall, Bioshock is one of the best games I have  played. It would definitely have to be in my top fifteen favorites as of now. It has a unique setting and atmosphere, three dimensional characters, and a story full of twists.

My Immersive Experience Playing What Remains of Edith Finch

Throughout my playthrough of what remains of Edith Finch, I enjoyed Molly’s level because I found it interesting that in direct correlation to how hungry she was, her imagination threw her into the perspective of the different animals as they were hunting their prey. Sadly the one I enjoyed most within that level was when we became a shark. The reason being, it was a little bit of a challenge at first because I had a difficult time controlling the shark. The level that moved me the most in the game was Lewis’s level as an employee at the cannery. What moved me about his level was that the creator employed a gameplay mechanic that put the player inside of Lewis’s current mental state. In the game, we learned about Lewis before being put into his perspective. We learned that he used to rely on marijuana to get through his days. Before starting, we understand that he was newly sober and began realizing the “monotony of his daily life” and his mind beginning to wander more often. After gaining such information, we find ourselves playing as Lewis working in the cannery. As a player, we find ourselves doing the task of chopping the salmon. We also progress deeper into his daydream, causing us to see less and less of the screen till we find that we are now fully immersed in his dream, completing the task only through muscle memory. Once I realized this, I was in complete shock.

What Sparked My Passion For Gaming

I was first exposed to gaming at a very young age since my older sister played video games when she was younger. My first game played was Tekken 3; I could barely make out the basic concept of that game around that time, but that first experience of a controller in hand was a match made in heaven. When my sister got Grand Theft Auto 3, I would continuously plead with her to let me play; hardly she would give in. Eventually, I got my own PlayStation and would “borrow the game” from time to time. However, this did not last too long since I shortly got caught by my father during a late-night session and was barred from playing the Grand Theft Auto series until I have reached a certain age, which solidified my love for gaming. Being forbidden from playing this game did not stop me as I got stealthier as I got older until I was old enough to play openly. To add on, a heavy influence of older family members who got to enjoy gaming in its very early infant stages of storytelling strengthened my love for gaming with games like Mortal Kombat Shaolin Monks and Kingdom Hearts. The idea of online play in the early 2000s seemed like sorcery to me during the tenure of Playstation 2 and Xbox Original. Soon enough, online play was becoming more easily accessible with the growth of Xbox Live and Playstation Network. I saw more of my older family members playing sports titles online against their friends, which soon sparked my infatuation with online play. Initially, the fun aspect of gaming was all that mattered to me. That was until I got my first taste of playing at an extremely high level, which slowly became my only motivation to play the sports titles I currently play. In simple terms, the journey of getting better is what I enjoy now. A bonus is that I end up on the leaderboards and have opportunities to play with and against highly revered players. My current three main games are NBA 2K, Madden, and UFC 4. I’m spending more time now on UFC and Madden as the next NBA 2K is approaching release.
On the contrary, this love for competitive play has also affected my passion for gaming as I don’t play games that are story-heavy or plot-based other than Grand Theft Auto. Given that, I’d most likely watch the cut scene movie of a said game that I’m interested in on Youtube. Hopefully, by the end of this semester, I will regain my love for playing games that intend to tell a story.