Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Thursday, May 15, 2014

Mirror's Edge and Cultural Synergy


Last year I saw a video featuring "Mirror's Edge-inspired parkour" and that got me thinking about that game. Time and time again, I have seen the name of Mirror's Edge pop up front and center whenever anybody talks about parkour in video games. If there's a discussion about freerunning in video games, Mirror's Edge will come up. If ever a game is modified to be more based around freerunning, that modification will often be labeled "Mirror's Edge-inspired." Parkour enthusiasts have rallied behind this game and adopted its art style as a symbol of the freerunning culture. What's the big deal? Last week I started up the game to find out.

For the uninitiated, Mirror's Edge is an action platforming game focused heavily on navigating through the world. The player character is armed only with a set of freerunning skills inspired by the acrobatic art of parkour. Instead of going down a beaten path, the player must climb to higher ground, leap across rooftops, run across walls, and generally use the urban terrain in any and every way to get from point A to point B. One aspect of the game that assists players is a mechanic called "Runner Vision," which represents the character's intuition for pathfinding. In the game, Runner Vision turns certain objects and platforms red to present a possible path or escape route. This often clashes highly with the game's normal pristine white environments and is part of the game's signature design.

The story introduces us to a dystopian city where the rich and powerful wield absolute control through coercion and surveillance. Any dissent is quickly put down. The only hope for any resistance is in a breed of athletic couriers called runners. The runners are the backbone of an information network that gives freedom fighters a chance. The player takes on the role of Faith Connors, a runner tasked with saving her sister's life and uncovering the truth of the ominous "Project Icarus."

Between chapters the story is told through more stylized animated cutscenes which have a bit of a noir feel

And let me tell you, this game is a wild ride all the way through. One moment you'll be freely leaping between rooftops. The next, you'll be running for your life from gunfire. The next, you'll find yourself indoors and needing to find your way up to an air vent. The next, chasing after a suspicious character who has information you need. Because the terrain is so important to how you progress, I can look at any set piece from this game and remember what it was like to find my way through it.

If you can't tell by now, I ended up liking the game. I'm not a parkour enthusiast myself, but watching their work and playing this game has clued me in to how they can swear by it and admit it into their culture. In fact, what I've observed researching this game rings true for many instances of video games based off of real-world cultures, hobbies, professions, etc.

First of all, Mirror's Edge is spot-on when it comes to simulating parkour with video game controls and a first-person perspective. Even if it's not perfect, you can tell a lot of effort and observation went into this game, and I think that's what really matters. There are plenty of games that feature characters that run and jump and navigate structures to get to their goals, but Mirror's Edge is one of the few first-person games that places it front and center. Barring moments when you may get stuck in a combat situation, you'll be running around and navigating terrain. In fact, the best idea when faced with enemies oftentimes is to find a route around and avoid them. You are encouraged to stay in motion and keep this about the freerunning, which is admirable.

You'll be seeing this view often as you tackle the game's many daunting jumps

It's worth mentioning that there is a rather neat combat system that incorporates your parkour skills, along with a gunplay aspect. Apparently the game's handling of guns leaves much to be desired, but I never bothered. And that's saying more about the athletic fisticuffs; I was having too much fun disarming opponents with well-timed counters and jump-kicking singled-out targets!

And that's the thing about video games which makes it exciting when there is one made based off of a real-life interest. A game can be as grounded in realism as much or as little the designers want it to be. Just because a game is realistic in some ways doesn't mean it can't be exaggerated in other ways for the sake of an enjoyable playing experience. In Mirror's Edge, failing a jump can cause you damage or kill you. If you take a jump slowly or from the wrong angle, it will take you more time to recover from it. If you approach the jump at the right angle while running at top speed, you can leap over obstacles and pull yourself up to higher ground faster. Those make sense because you're able to build up momentum and from a game standpoint you're rewarded for moving efficiently. Meanwhile, Faith always has perfect balance, never fails a saving roll after a high jump, and is generally never subjected to little unavoidable human errors that often lead to injury. Case in point, someone I know is learning parkour and he once hit his head on the ground practicing a standard rolling procedure. Faith will never do that. When you tell her to roll, she rolls and that's that.

The point I'm getting at is how there is some element of homage whenever a real-world interest inspires the mechanics of a video game. I can imagine there's something flattering to parkour enthusiasts about a video game in which the player saves the day with "the power of parkour," so to speak. Faith's freerunning skills are an exaggeration of real-life capabilities to present a flattering and entertaining image of parkour that can be enjoyed by everyone, enthusiast or non.


Here is the video that inspired this discussion. I believe the performer is intentionally emulating the feel of the game, which is really cool

In addition, by appearing as the protagonist and player character of this game, Faith has established herself as an icon of sorts. When a video game studio got the idea to make a game with parkour as a central mechanic, this character was created. Her being fictionalized and designed to represent an art serves to make her easier to rally around. Her look, her attire, her affinity for colors, became synonymous with her and the culture she was made to represent. There's some back and forth homage and inspiration at work. As a result of this character's creation and use in the game, parkour practitioners who are fans of the game seem to enjoy adopting those traits. For instance the runner symbol, the color motif of crimson against pristine white, and Faith's attire. I know of at least one video where Faith's signature red glove is prominent.

Having a real-life interest given the "video game treatment" can be an exciting thing. It represents the interest in new ways that can generate more interest from unlikely sources. The video game can then be used as a bridge between long-time practitioners and people who became curious because of the video game. On the other end, the interests represented can return the excitement back by representing the game in their real life practices. They can rally behind a common icon, that being the game, game world, or significant characters. There are a great many games that have been inspired by real world practices and had potential to enhance both. I'll quickly list a few others that may not be on the level of Mirror's Edge, but still show the creativity of video games as a medium.

Punch-Out!! is a very simple game, but it makes us all feel like heavyweights

One early example of video games taking inspiration from real life: Punch-Out!! for the Nintendo Entertainment System. This game plays more like an action puzzle game than it does a fully robust boxing simulator. The game misses out of the little nuances of boxing strategy that I cannot begin to comprehend in favor of reaction-based gameplay and pattern memorization. In the end, we still have a go-to video game for fictionalized and exaggerated boxing and all the fun that goes with it. I recall that the Wii installment in the series was met with great enthusiasm by a YouTube video creator who was big into boxing. The protagonist, the Rocky-inspired Little Mac, has come into his own as a boxing representative that gaming can call its own. And if these games have provoked any solitary individual into looking at real boxing, that aspect has also been fulfilled.

Ace Attorney is not a close law simulator, but it is a celebration of logic and situational awareness

Another noteworthy example: The Ace Attorney series known mostly for its protagonist Phoenix Wright. Ace Attorney hardly represents the legal process. In fact, it's more of a melodramatic detective series that boils down to proving clients' innocence in murder trials. But the characters, design, and stories are all their own while still inspired by the legal system. While we won't see Phoenix design contracts, settle out of court, or brush up on changes in law, one basic and key element is still represented: Logic. Phoenix still uses logic and his knowledge of the situation to reach conclusions which are both favorable and feasible. Though logic and the ability to see the bigger picture are small parts of being a lawyer, they're still vital, and Ace Attorney hits that note. At least I'd hope so. I haven't studied law, so I'm at the mercy of actual practitioners.

Confession time: I genuinely was a little bit obsessed with farming after first playing a Harvest Moon game

Last on my abridged list: Harvest Moon. Who would have thought a game about farming would be so popular and spawn a series that is still ongoing in more than one line of games? Clearly the designers, who started with the concept of a farming game and made it into a money-making game fueled by consistent small tasks. The amount of time it takes to grow crops and mature livestock is exaggeratedly quick, but the principles of day-to-day hard work are well represented. I'm not so sure Harvest Moon will make many farmers out of gamers, but teaching the work ethic of farmers still counts for a lot.

How about you? What are your noteworthy games inspired by real-world interests, hobbies, sports, professions, cultures, etc.? What fictional characters have you come to enjoy as a symbol of said culture? Or how has a game sparked any interest in a real-world practice? I want to hear from you.

Wednesday, April 9, 2014

Borderlands and Media Intimacy

Game trailer for mature audiences

I have a friend who is an absolute Borderlands nut. He has internalized all of the lore, all of the characters and settings, and I'm pretty sure he knows every line of dialogue in the second installment. So naturally, during the run of the first Borderlands, he one day gifts me the game over Steam with demands that we play together. It's a big-name game and it has my good friend so riled up to play it, so I gave it a shot.

For the uninitiated, the Borderlands series is of the first-person shooter genre. You assume the role of an adventurer exploring the world of Pandora. The goal of the first game is to find a mythical stash simply called "The Vault," so adventurers of your kind are known as "vault hunters." You have four vault hunters to choose from, each with distinct weapon affinities and abilities that make their play styles very unique. It's a completely different game to start a new file as another vault hunter. As for the world of Pandora itself... well, the only way I can put it is "violently quirky." Imagine wild west with alien creatures, some future technology, and some of the most endearingly shameless dark humor I've seen in a game. Add in roleplaying elements and an impossible amount of weapon varieties, and you have a game formula that can last the avid gamer a very long time.

So I play Borderlands in a group of three. I had fun, but I really wasn't feeling the game. I was the only person playing for the first time, so the other two just tore through knowing exactly where to go and what to do. I meandered behind them by comparison and maybe got a few shots off. I was basically dragged through the game without any chance to catch my breath and try to get a feel for the game. I should have said something, but I was expecting to pick it up along the way. Coming off from these play sessions, I found Borderlands to be merely a solid shooter with a nice animated design and a sense of humor. For some reason, having this lukewarm response to the game didn't sit well with me, so I played some more. My friends were busy at the time, so I started a new character solo.

The original four vault hunters - Roland, Brick, Lilith, and my man Mordecai.

My friends, the difference was night and day. Playing the game at my own pace allowed for me to truly have a personal playing experience. I could slow down and take in the scenery without anybody having to wait on me. I could actually explore around the landscape and go off the beaten path to see what was over there away from the objective. Without my friends acting as a combined shield and battering ram, all the enemies shot at me and I had to fend for myself. I got to use different weapon types and see which ones suited my playing style and my skills. Heck, I even became aware of an entire aspect of the game.

You see, weapons in the original Borderlands came plain or in one of four "elements." Your weapons could simply cause damage, or also light an enemy on fire, destroy shields faster, destroy armored enemies quickly, or simply have their bullets explode. In a group, I was completely unaware of this because everything died so fast. But alone, I was forced to experiment with elemental weapons. Through my own trial and error, I saw which situations called for which types of weapons and I was able to build my own assembly of weapons that I switched through and used.

Furthermore, I got to learn about my character. I simply picked him because I liked his design, but I came to realize he was perfect for my play style. I tend to favor the handgun weapon types in shooters, and it turns out my character, Mordecai, had skills and abilities dedicated solely to this one weapon type. By building Mordecai into his "Gunslinger" abilities, I became my own wrecking ball of quick reflexes and precise shots. I was finally having the immense fun that was expected of me when playing this game. Nothing against my friends and their most well-meaning approach, but I only could have reached this level of intimate familiarity with the game playing it by myself.

A typical weapon in Borderlands. These things are as plentiful as rain and their attributes are almost always completely randomly generated. You will have lots and lots of guns pass through your hands.

And that brings me to the topic of this article, a concept that I have preliminarily dubbed "media intimacy." I would have called this "game intimacy," but I have realized over time that this concept applies to more than just games. In fact, oral tradition may have the honor of being the first media to engage people in media intimacy. The idiom "curling up with a good book" is a great example of media intimacy as well.

So, what is media intimacy exactly? As I define it, media intimacy is the connection between a person as an individual and any sort of media. If you've ever "gotten into" a movie, TV show, book, or even a live performance, you've experienced media intimacy. You're more than just a consumer. You feel like you're part of whatever it is that you're watching, listening to, or playing. A "fan" of something is a person who is intimate with the media that they are a fan of. Even if all of someone's experiences with the media have only been as with a group, it takes just one individual thought or interpretation to spark an interest. And when this person engages in just thinking about the media on their own terms with nobody else to influence it, media intimacy begins.

Thus, when I played Borderlands by myself and engaged with it on my own terms, I became intimate with the game. The gameplay was more significant to me. The characters were more significant to me. The story, the setting, the individual events and lines of dialogue, all significant. I could more appreciate the game as a sum of its parts and not just as another example of its genre.

The most recent game that showed me a good time via media intimacy is Bravely Default. Such a deceptively complex game, but the most rewarding when you put in what little effort is needed to learn its ropes.

When I came back to playing Borderlands in multiplayer with my friends as my custom-built Mordecai, I was far more proactive. I got right into the fray and knew what weapon to use against which targets. I knew what events were happening, so it didn't bother me when we glazed over the cinematic sequences. I knew what went into a good weapon, so I didn't just pick up and drop anything just because it had an impressive design. We finally were all playing the same game. I was truly a vault hunter and I couldn't be happier.

And by all means, if we can be intimate with our media, why can't we be intimate in other areas of our life? How about business intimacy, or professional intimacy? Art intimacy or, hear me out, social intimacy? The common thread here is you engaging with your chosen topic on your own terms. You need to want it for reasons all your own. That's not to say you can't be influenced by the ideas of others, but the way you process those ideas need to be yours and yours alone. Thinking or acting some way just because someone else said so isn't intimacy. Or at least that's how I see it. After all, if you're taking any of my words to heart, you're engaging in media intimacy right now by taking in my words and processing that information.

Case in point, I am currently taking classes to learn programming. And as it stands, I'm hard-pressed to really get into programming when I just think about it in terms of assignments, grades, and lectures. But when I'm by myself and think of programming languages as fun tools with which to build fun programs, I find it much easier to learn and love programming.

Now I'd like to hear from you. Now that you have some idea of what I'm talking about, what are your experiences with media intimacy? What are you a fan of? Has a game, book, movie, TV show, etc. really made an impact on you? I want to hear about it.

Tuesday, April 9, 2013

The Skylanders Mom and Gamer Networking


Given some time, shopping for video games with one's parents is going to become one of those essential childhood memories. I know that I cherish such memories. During my own trips to video game retail stores, I occasionally get  a glimpse into what the whole process is like nowadays. I've seen all sorts of experiences, ranging from the nagging kid whose parent buys a game based off a cartoon, to the encouraging parent purchasing the latest Mario for their grateful child. But sometimes, you see something different.

Browsing in the Electronics section one time, I overhear a mother and son in the Skylanders toys. For the uninitiated, Skylanders is an action/adventure series of games which contains a huge library of playable characters. You gain the ability to play as new characters by purchasing the action figure of that character and using a peripheral to plug the character in the game.

In the store, I actually saw in passing the son placing an action figure on the demo booth to see the character in action. He was seriously deliberating. Eventually, he goes to his mother and says he chose that character. And this is where it gets interesting. The mother takes one look at the character and says, "This looks like a big guy. Don't you play the fast guys?" to which the son responds that he wants to try a slow-but-strong character for once. They went back and forth for a bit, including one time when the kid tried a big character at a friend's house and said he didn't like it, leading to the kid saying he wanted to actually take it seriously.

What struck me about this exchange is that the mother and son were genuinely discussing strategy and logistics about the game. Normally, we'd come to expect the mother to sigh "okay," drop the toy in, and be on with her day. But here, she actually took the purchase seriously and wanted to talk it through first. Not as the credit card-holder trying to stave off a purchase, but as someone who understands what the purchase means to the child. She knew enough about the game to talk about it on the same terms as her child.

Every character in Skylanders comes with its own unique stat spread.


I was floored to hear this. I don't know if this is increasingly common now, but during my youth parents did not try to understand video games. The norm was that video games were not something that required further understanding. They were in the same league as simple toys. It's funny I say this so firmly because one of my parents was a subversion of this norm. My mother, much like the Skylanders mom, actually stopped to look at what I was playing and rationalize the bright colors on the screen. She knew what "characters" meant to video games. She understood what a "hit point" was. She saw how to recognize who the player character was without needing me to tell her. She knew what a power-up was and could alert me to when one pops onscreen.

Hearing the Skylanders talk made me think about a discussion I had before where I tried to make the argument that video games are just as complex and conversation-worthy as any real-world sport. Naturally, the other person had all of popular culture on their side and I had to concede. In light of overhearing this conversation, I'm thinking popular opinion is starting to sway the other direction. Now that video games are on the popular culture radar, my argument for the complexity of games has more ground to stand on.

Lastly, and just as importantly, even I could understand the conversation I was overhearing. Not because I've played Skylanders, but because I've played games in general. Games have a lot of things in common. In this case, the kid was used to characters that moved fast but could not defeat enemies quickly. This new character would move slow, but defeat enemies with less hits. He is swapping out the advantage of speed for the advantage of power and perhaps other capabilities.

Fighting games, by far, most emphasize the differences between characters and topics of discussion.

Thinking on that last point, I have come up with a term for how general video game knowledge allows someone to understand a game they haven't played yet. "Gamer networking" is what I've come up with so far. That is, networking with an emphasis on video games. In this day and age, "networking" mostly refers to a person socially engaging others to build a "network" of friends and acquaintances. People often network by emphasizing things they have in common, such as what movies they like, sports they follow, what they do for a living, and so on. This way a person can have a big network to be well-connected in many places among many types of people.

Gamer networking is interesting because video games are so complex. There are entire genres of games, and each game in each genre can be radically different from each other. And yet, video games all come from the same roots and therefore contain a lot of similarities as well. For instance, Final Fantasy is a very different game from Bioshock. However, both games have in common that the players attack enemies in order to win. In both games, the damage that players deal to enemies is quantified. In both games, the amount of damage can be increased in some way. In both games, the benefit of increasing attack power is taking less time to defeat regular enemies and being able to keep up with the more difficult encounters. Therefore, if a player of either of these games mentions a time for opportunity in which they increase their attack power, the other will know right away the basic benefits of that increase. And yes, players of both of these games will be able to join a conversation on using heavy characters in Skylanders.

Gamer networking is not just for people who freely identify as gamers. People who network over sports have discussions of a very similar sort. And then there's the fact that non-gamers have stormed the scene as casual and social gaming grow. Let's take one of the most prolific games of the modern era, one that every person reading this blog has either played, played secondhand, or heard about. Yes, folks, even players of Angry Birds can get in on the action. Angry Birds is a game more different from Skylanders, Final Fantasy, and Bioshock from each other, yet the concept of "more power" exists there as well.

Though Angry Birds does not emphasize defeating enemies, you still use force to knock down buildings using your birds. The individual birds cannot power-up, but using special birds is satisfying and mostly essential for getting the best results on stages. The Big Brother Bird in particular goes along with my point because it is a straight upgrade from the standard red bird character. It may not be as precise as the red bird, but precision is less of a factor when your bird can just demolish whatever it touches. It's not exactly the sort of quantified power in the other examples, but it is a relative increase in power all the same. Kind of a stretch, but the connection is there.

Just watch the first minute to see the big guy tear it up.

You see, the more you break down a video game into relatable problem-solving tasks, the more easily someone can understand it. The less a person knows about games, the simpler you'll have to get. Getting someone on your level requires effort and patience, but it is worth it. I've had long conversations with people who have no prior interest in games but every good intention to understand what they can, and all because I worked my way up.

It seems that we as gamers also have the progress of technology on our side. The more people come to rely on bright screens and dealing with user interfaces, the less foreign video games feel. In fact, video games may turn around and help us in the real world of situational awareness and problem solving; but that's a topic for another time. Either way, the Skylanders mom provided a good window into what could be when it comes to public knowledge and attitude surrounding video games. Perhaps in the future, more complex games will work its way into global culture; and not just a split-second of Call of Duty or an offhand app reference.

So, what about you? What experiences have you had in gamer networking? Ever tried explaining a game to your parents? Invited your friends over for some game time and had some banter? Or maybe you've butt heads with another game online about the superiority of one character or another. I know we've all done it, and I want to hear it. Until then, game out.

Thursday, March 21, 2013

Quick Time Events and the Subconscious


The laugh track. The sound board. The wide-angle lens. As media evolves, it develops new techniques. Either because of advances in technology, or simply because an idea sees great success and becomes a trend. Video games have seen plenty of its own techniques as the time has passed. One of the more divisive techniques of the modern school of gaming is the quick time event.

For the uninitiated, a quick time event (QTE) is a gameplay mechanic in which the game prompts the player to press a specific button to achieve a certain goal. This is different from regular gameplay in that these button-presses are context sensitive. Where the A button normally makes you jump, in a QTE you'll be prompted to press the A button to have your character jump out of the way of a falling rock. QTEs are characterized by being reaction-based and generally trying to give a gameplay translation for a character's instincts.

I can trace the evolution of the quick time event in three landmark games. The first game is Shenmue, released for the Dreamcast in 1999. During the course of the game, main character Ryo Hazuki is put in several situations where he must avoid something, catch something, or give chase to someone. In particular, the chase scenes involved Ryo dodging obstacles and choosing paths. For the cinematic effect, regular gameplay was probably not intricate enough or too awkward. Thus, the scene was depicted as a cutscene with quick time events as input. The scene changed depending on the player's success with the quick time events. Shenmue implemented QTEs so effectively that it put the concept on the map for future games to build on.

The Wii literally shook things up by incorporating motion controls.

The next game in my analysis is Resident Evil 4. Aside from forging new ground in third-person shooter games, I find this game incorporated quick time events not unlike Shenmue. In fact, Resident Evil 4 used them more frequently and in different ways. A cutscene would play for minutes, when all of a sudden the A button would appear onscreen. In the case of Resident Evil 4, failing a QTE would almost always result in a gruesome death for protagonist Leon Kennedy. Perhaps someday I'll revisit the concept of those death scenes in another post. QTEs also appeared in non-scripted situations, such as when an enemy grabbed Leon. This actually is a step up from a Resident Evil 3 mechanic which allowed the player to move in the opposite direction of an enemy and avoid damage. This is shown by having Jill Valentine execute a dodge ability.

The last game that I think leads up to quick time events as they are today is Dead Space. Dead Space, or at least my interpretation of it, is a game that aims to one-up everything about Resident Evil 4. The running and gunning was smoother, the environments were much more immersive, and the death scenes were even gorier. Once again, I'll come back to that sometime. And yes, Dead Space incorporated quick time events in similar ways. In fact, Dead Space took it a step further. Dead Space set up "scripted events" which required QTEs and other context-sensitive actions to progress. For instance, upon entering a certain corridor, the game is programmed to have a large tentacle monster grab Isaac Clarke and drag him to a hole. The player had to shoot the monster's weak point to save Isaac. However, the fixed camera made this difficult.

So what am I getting at here? Games like Dead Space, Resident Evil 4, and Shenmue have a sort of "pace" to playing them. Quick time and scripted events are part of the experience and the brand of these games. There are normalcy and consistency in these mechanics. Well, I've had an experience that told me there's more to this.

Failure scenes have become a separate art form. The new Tomb Raider sure has its share.

We've all had that one dream where something is attacking us and we can't do anything because it's a dream. In my case, I've dreamt that there's literally a snake in the grass in the front yard outside my house. I step into the grass, because it's a dream, the snake prowls around, lunges for me, end dream. I'm not particularly afraid of snakes, I guess I had recently watched or played something with snakes.

Then, one night, my dream changed. Same set-up, but this time when the snake lunged, time seemed to slow down and I saw a prompt for a dodge. The dream followed the prompt and allowed the snake to fall past me. The dream then prompted me to move in for a counter strike. I did, and, well, I can't really pull much more of the dream past that. Either way, waking up from that dream gave a very interesting feeling. My go-to dream for helplessness was completely turned around to be empowering. Because of video games? Because of quick time events?

Like I said before, quick time events are a reaction-based mechanic. They test your reflexes and hand-eye coordination by telling you a button to press and giving you little time to do so. Gamers typically have better association of buttons with functions than they do the labels of the buttons to their positions. I also mentioned how QTEs can be a gameplay translation of instinct. Instinct, which I define in simple terms as "being yourself quickly." That is, react as you would without taking time to revise in your head. It's empowering to know what to do and when. It helps you reaffirm your identity and proudly own it.

Heavy Rain, a PlayStation 3 title, was really ambitious with quick time events.

Video games always depict characters using instinct to save themselves or others from peril. In real life, ideally, peril is not ever-present. However, the opportunity to use our instincts is. For instance, I'm sure at some point in your life someone has approached you and said "hello." What did you do in return? Look at them and stare blankly while you decided between "hi," "hello," "good morning," or just a nod? Probably not. You picked a response and had a conversation. Your brain went through a little quick time event. Sure, nothing was at stake. Life would go on if you had said "apple," but all the same you were prompted and your instinct to greet the person back kicked in.

Saying "hello" isn't exactly the most intense example, but it is a relatable one. Real-life quick time events happen all the time. Some of them occurring in the form of decisions. Ever catch a ball that was flying straight toward you? Good job on that quick time event! Job seekers, have you ever seen a posting on craigslist that you qualify for but said "nah?" That was a quick time event that you willingly didn't respond to. The only difference is you won't come back to that moment to "get it right." This isn't guilt, just fact.

The fact that video game characters can respond to situations so quickly and expertly is why we see them as being strong. They don't second-guess what they're capable of, they just do what they can - or must. We too can be just like them. Sure, we won't be hitting any emergency brakes nor making jumps to safety, but we will be accomplishing commonplace feats that make us great people in our own home. Helping someone grab the milk on the high shelf, taking out the garbage, speaking up to volunteer, speaking up to not go through with something that you're being pressured into. All of these things which you may brush off or not feel "strong" enough to accomplish are more possible than you can imagine. It's not as simple as pushing a button, but it takes just as much effort when you set your mind to it.

Give it a try. See if, in your regular day, you can recognize a quick time event and do what you imagine it's prompting you to do. If you have any relatable experiences with real-life quick time events that you want to share, please post in any of the linked social media. I look forward to seeing responses. Until then, game out.

P.S.

I make quick time events out to be very promising, but in execution they actually have somewhat of a poor track record in gamer culture. See below for a humorous take.

Tuesday, March 12, 2013

Portal and Inception


Yes, that Inception. Get out your mammoth horns and spinning tops, because we've got to go deeper. Toss in thinking with portals, and we've got today's topic.

As any Internet cynic will tell you, the term "inception" actually has nothing to do with dreams, much less the act of entering one. In fact, the movie dedicates a whole scene to establishing the true definition of the word. Simply put, inception just refers to the point in which something begins. In the case of the film Inception, this thing is an idea. The goal of the movie is to change a person by planting an idea in their head by going into his dream. The inception of this personality change is the point in which he sees this planted idea.

Are you following me so far? If not, that's okay. All you need to know is that in the movie Inception, the characters manipulated a person by planting an idea in his head without him knowing. When this idea came to his attention, he felt like he came to this idea all on his own. As a result, the idea feels like his own and he has no instinct to resist it. He doesn't feel like he's being told what to do. As I watched this movie and heard these concepts explained, I wondered why this felt so familiar. Naturally, my answer ended up being the same old: video games.

In particular, I thought of Valve's mega-popular and memetic Portal. You see, the goal in a typical game is to present challenges to the player and lead them to overcome those challenges. Therefore, the inception of victory will occur while the game is being played. Portal is a great example because the very structure of the game is to undergo this process of challenge, discovery, execution, and victory over and over and over and over again. Really, I could use any game that involves puzzles or strategy. Portal is just easier to talk about and more well-known.

Your first experience with portals may be disorienting, but you'll get over it quickly.

In Portal, you play the role of a human "test subject" who must solve puzzles. The puzzles are solved when you manage to reach an elevator somewhere in a given room. This elevator is often placed out of reach and locked behind some door. You are armed only with  a portal gun and knowledge of how to use physics to your advantage. This portal gun literally shoots portals that you can set into walls, floor, and ceilings. You can only have two portals out at a time, colored orange and blue, and they only lead to each other. Thus, if you want to go somewhere far away, you can just shoot one portal ahead and one nearby. Walk through the nearby portal and you'll be wherever your further portal ended up.

This is all just the tip of the iceberg for Portal's complexity. However, it's enough information to pursue my topic. You can probably already see how Portal can be clever, even devious, with its puzzle designs. In any given puzzle, you already know all the information you need in order to solve it. Say, for instance, you need to place a block on a button in order to keep a door open. However, the block cannot reach the button. Then you may wonder: Since you can pass through portals, can you carry the block through with you? You can! You drop the block on the button and you're free to the elevator.

These moments of epiphany and triumph are common in Portal. You'll find yourself often saying, "Maybe I can... aha!" All it takes is for you to remember one little thing, try that little thing, and you come off with a great and revitalizing victory. Jane McGonigal refers to that feeling as a "fiero moment." "Fiero" is an Italian word loosely translating to "Pride." I suppose there's a cultural wiggle room there that allows us to define fiero also as a realization of one's own potential. The closest we have in the English language is the concept of not knowing one's own strength. But let's combine this with what we already talked about. You only came to this feeling because the game herded you to that victory by handing you everything you needed to succeed.

So, do we feel "played" by the game and its manipulation of our feelings? Or do we consider that our effort and problem-solving are still worth something? It doesn't help that the tests are overseen by a snarky AI who tries to mess with our head the entire way through. Well, it wouldn't be me if I didn't take the rosier approach. You still had to figure out your situation, you still had to make the most of your abilities, and you still had to execute the problem-solving. Sure, it's a video game, and problem-solving in a video game isn't exactly like real life, but that goes both ways. In real life, you might end up not prepared enough to solve a puzzle. On the other hand, a problem in real life might have several solutions, some of which easier and better for all involved. And to be honest, I'd rather feel prepared and wrong than in over my head and wrong. For all we know, "being prepared" can translate to one's ability to improvise. And you will be shocked at how well anyone can improvise.

The sequel adds even more complexity to the mix.

Now I'll turn it over to all of you. What stories do you have of great success and realization of your potential? This applies for in games and off. Successes outside of games, more importantly. If a success in a game can remind you of a success in real life, well, chalk that up as a game learning experience.

I really do hope that this discussion can help you rediscover something awesome about yourself. There needs to be more awesomeness going around the world. And if it does so happen that this post leads to some great revelation, you can thank inception for that. If you can't tell, I want to make the world a better place, one person at a time, starting with fans of games. If and when I accomplish this positive change, the inception of that change will be you reading these posts and being prompted to think on them. I've probably harmed my chances by admitting to it, but it's all for the sake of another point.

"Performing inception" is a real thing. It might not be as direct as in the film, but it happens any time anyone tries to be persuasive. The key is to be discreet, agreeable, and not have the other party feel like they're being told what to do. Think of one standout time that a game performed inception on you. Further, one time you may have performed inception on someone else. It's more common than you think.

I do apologize for the brevity of this particular post. I really did intend on just talking about Portal and Inception. My mind just goes wherever a deeper topic may present itself. In this case, talking about fiero moments. Look on the bright side, you got two posts today.

A discussion within a discussion.