Categories
Blog Critique Non-Fiction

Adventures, Morality, and the Outer Worlds

[wpedon id=”566″ align=”center”]

Why is it that adventurers often fall into the “murder hobo” archetype? It’s a facet of the kind of game we are playing: in Dungeons and Dragons, it’s a combat-focused game, so the problems that we get presented are primarily combat problems. Computer role-playing games have a large debt to tabletop RPGs and, perhaps especially, to Dungeons and Dragons. It’s not just that games take their inspiration from role-playing, they take their inspiration from combat-focused role-playing. That’s the reason we have games like the first-person RPGs from Bethesda and now from Obsidian. But there is a big problem here.

The problem is in the “role-playing” aspect. Specifically, it’s in the kind of moral choices we’re expected to make in these games. I’ve just finished my second play-through of Obsidian’s The Outer Worlds. I did enjoy the game but one of the reasons I could enjoy it was that I did not let myself view the moral choices presented as real. This wasn’t how I went into the game, though. I got very frustrated at the morality of the game immediately, and it was from there that I decided the entire structure was the issue. I’ve picked at this problem from the moment it started to needle me and I think that I can finally elaborate on the issue with this type of storytelling.

So here’s the incident that pissed me off: Parvati and Edgewater. In my first playthrough, I was running a more standard hero who picks the good boy options 9 times out of 10. However, you get presented with a choice here: you have to reroute power either to the town (with an oppressive work system) or to the deserters (who escaped from the town). The one you don’t send power to will fail as a community. From what people said, especially Parvati, it seemed like the deserters were doing a decent job. My idea was to divert power to the deserters, then the people of Edgewater would become a community with the deserters. Okay, cool. We go through the dungeon and I’m about to do The Thing that diverts power, then suddenly Parvati’s like “wait a second no actually don’t power off Edgewater”.

First of all, what the fuck? Parvati is pretty solidly pro-deserter all the way up until this point. Never mentions a problem. But okay, fine, she has her say, I send power to the deserters. I go back to Edgewater to get a quest thing and the mayor is like “look, fuck you, I have my guys down there and they’re gonna shoot you if you get the quest thing”. So I’m like well I have to get the quest thing, so fuck you, dude, and I shot him. Parvati is horrified and nearly leaves the party. But I’m just like eh fuck that, so I reloaded the save. I don’t shoot the mayor this time. Instead, I just go down and gun down all his goons. Parvati doesn’t blink an eye.

And it’s at that point that I realized the game just isn’t set up to deal with morality in the way it wants to.

Thinking more about it, though, I realized it’s not a problem with Obsidian or the Bethesda style in particular. It’s actually a problem with how we construct adventures. It’s a problem that’s shared by Dungeons & Dragons as well and, in general, with all adventuring games that try to deal with morality in the usual ham-fisted way.

The basic issue is that it’s just not the player’s fault for being in these shitty situations. When building the adventure, game makers & dungeon masters tend not to take any responsibility for the situation. In the Edgewater situation, I can’t say “okay well I don’t want to power either of you off, can you like call your people and we can get a quest thing ordered, I’ll wait”. More importantly to me, I can’t tell the mayor “why don’t you guys go join the deserters?” (it turns out that the “good deserters” are also basically fascists, which I won’t get into in this time, but suffice to say this is not at all apparent before the climax unless you ask a ton of questions). The game constructed both the situation and the viable options. I can’t interact with the quest in any way other than what I’m given. Yet when a character says “I am going to kill you” and I kill them instead, Parvati is horrified about it and I’m supposed to feel bad?

If Parvati was going to be horrified, why doesn’t she shed a tear about the people down there who are going to be killed? Why doesn’t she try to stop the mayor, or to convince me to go another way? It’s because of the entirely artificial reason that she’s just there to accompany you on the adventure. You’re not supposed to kill the mayor, therefore she reacts badly to it. You’re supposed to kill the new guards, so she gives zero fucks.

Basically, the game pretends it has an all-encompassing morality but does not allow me a full latitude in reacting to situations, then judges me based on the constrained decisions I make. It tells me that I can either be a capital-G Good capital-P Person or an evil villain, an outcome that relies entirely on who I decide to murder. (They lampshade this in the Halcyon Helen DLC but lampshading doesn’t make a problem go away.) It’s utterly ridiculous and, to me, the only honest response is to simply not engage with the game’s nods at morality.

But I am trying to get at a larger point. One way to solve this would be to expand the non-combat portions of the game, allow the player to fully engage with the world and think of different solutions. If you wanted to do this, though, you probably shouldn’t play Dungeons & Dragons; there are plenty of other RPG systems which are better equipped to handle the kind of looseness you’d need for this. Some computer games have approached this as well; I haven’t played Vampire the Bloodline: Masquerade but everything I hear about it makes me think that it’s more social than combat focused.

Again, though, I’m not suggesting all games need to broaden out. I’m suggesting that games need to choose. If you are going to ask me to pick any sort of morality I want, you have to allow me to back that up. That means, necessarily, you can’t construct dungeons as the main obstacles. If you’re going to make a combat-focused game, you as the game maker or DM should constrain the narrative so that the players aren’t being expected or even allowed to be paragons of virtue or sons of Sam. Don’t present situations that end up in this kind of schizoid where players shift between being dead-eyed spree killers and goody-two-shoeses, especially not if everyone around them is somehow fine with this.

The clearest example that I have for this idea is actually not social interactions, though. It’s stealth. This particular problem is more apparent in single-player computer RPGs, mostly because party interaction is a minimal part of the active gameplay; in other words, you’re not there with your friends who are reacting to you, at best you’ll have NPCs/bots.

Stealth is an issue for these kinds of games because what they involve is, in essence, not playing the game. In the Outer Worlds, every dungeon is set up as a shooting battle, in other words a combat problem. Whenever you take the stealth “option”, though, you essentially decide to not play that, which leaves you with very little. When you’re in a fight, you are employing spatial awareness, pattern recognition, hand-eye coordination, reflexes, and so on. The problem is engaging and exciting and tense. When you’re using stealth, you’re waiting, watching, shuffling around until you finally reach the end and then if you have put enough points in the proper stealth skill, you can just end the entire encounter at once.

Solving the problem with stealth is never as satisfying as powering through with guns in these games. This isn’t because stealth is inherently uninteresting but because the game is not built around stealth. To a large extent, stealth is more about skill checks than strategy, which means there’s little creative thinking you need to do. All you have to do is be able to press the button at the end.

When I shifted from Normal to Hard on the Outer Worlds, there was a point where I was utterly baffled by how tough the combat got. Eventually I learned that the stand-up shoot-from-the-hip style just wasn’t going to cut it. I started to run away more and take pot shots, have less pride and more efficacy, and it presented an interesting challenge. Stealth, on the other hand, mainly tries your patience. There’s little active challenge in it. The goal is usually to find a fairly obvious secret passage and follow that. If you have your Lockpick and Hack skills high, plenty of the challenges just won’t exist.

Great example from the run I just finished. This is a minor spoiler, I suppose, but once you get there you’ll be able to figure this out immediately. When you get up to the final boss, there’s a locked room next to you with a high difficulty. Now, if you just go through and fight, it’s a fairly tough fight because the boss can wipe your party out pretty easy, there’s a bunch of assholes flying around and running interference, and so on. I think it took me five or so tries to beat. However, if you have a high enough Lockpick, you can get through that door I mentioned without going in to face the boss; then, if you have a high enough Hack, you can just sit back and watch the boss be destroyed.

A big, dangerous, somewhat interesting fight or two skill checks under zero pressure. That’s what I mean by “not playing the game”.

Social stuff is almost worse in these games. With stealth you do have the slight tension of watching the notice icons on people you’re trying to sneak past. Social stuff requires absolutely no though, just skill checks. You never have to do things like dress appropriately, say the right things, present gifts, or so on; just have a high level in an appropriate skill and you can say whatever you want, you’ll get through. If you decide that you don’t want to slaughter a group of people and instead talk them down, congratulations: you’re playing even less of the game than if you tried to sneak past.

Every time I got the opportunity to talk somebody down from fighting I did it, but I immediately felt like I was just choosing not to go on a ride at a theme park. I could just fail the check and have the shooty time that the game is clearly built around, or I could pass and not play this part of the game. It’s a fairly ridiculous choice to ask the player who bought the game to make, but the game acts as though this choice is one that’s meaningful in the moment. It’s like buying NBA 2k21 and it gives up a warning: “If you play this game, you’re asserting that you love Mark Cuban and you want to kiss him, but you can pick audience mode too and then it means you don’t love him”. That’s idiotic, I bought NBA 2k21 to play the game, now you’re telling me the only good boy choice is to not play? That’s a choice made outside the game.

Now, I do want to give a few hold-ups here. I’m not saying that stealth games or social games are not good or not fun. I’m saying that D&D and computer RPGs are mostly not made as stealth or social games, they are made as combat games. I’m also not saying that games can’t critique the kind of experiences we’re engaging in when we play a shooty or a fighty. Critique is an important part of artistic expression and you can do that without act as though the player is at the root

My point is two-fold. First, if you’re going to treat me as though I have total moral agency and could be a shining holy man or a dirty dirty dawg depending on my decisions alone, you have to allow me to interact with situations more fully. If you allow me to do that, you need to make those parts of the game actually interesting. This means a game with either a huge scope or uniformly pretty simplified mechanics, and I understand that. It actually leads into my second point.

This second point is that if you are going to present a combat-focused game, you should structure the storyline around that specifically, rather than pretending as though the whole spectrum of moral agency is open to the player. In TOW, for instance, you could have been locked in as a criminal or a military person, someone who would be expected to “get their hands dirty”. As you work for Phineas, you should either have to keep that quiet or have people judging you for working with a terrorist. People shouldn’t receive you like a savior (the way they do in game), they should treat you like a dispensable butcher (the way combat forces often are by their employers). The idea that you could be seen by Edgewater as a savior & good person after turning off their power and killing a bunch of people is ludicrous. Should you be forced to make that choice? Sure. Should people react to you as if you could have been pure? Absolutely not.

If Parvati would be horrified about Reed, she should be horrified on at least 70% of the missions. The game isn’t equipped to handle this kind of moral agency. The game realizes this, that’s why Parvati doesn’t follow through on our morality. Instead of trying to hammer these big questions into a very narrow frame, lean into what the frame gives you and ask the questions that arise out of that.

Not every game has to present us with the possibility of being the best or the worst. Sometimes, we can just ask tough questions and give tough answers in a tough world as tough-minded people.

[wpedon id=”566″ align=”center”]
Categories
Blog Critique Non-Fiction

Those Who Wish Me Dead: What Is a Neo-Western?

[wpedon id=”566″ align=”center”]

I’ve always felt the need to defend my love of westerns as a genre, and I think that if the makers of Those Who Wish Me Dead are also primarily western-lovers, they also feel this need. I bring it up because I did see this movie described as a “neo-western” which is an obviously meaningless term. If a story is “neo-western” isn’t also “neo-Civil War” or “neo-Americana” and so on? The point of using neo-western is to indicate that you want people to have a kind of western genre idea in their mind, even though you might not be doing important details associated with westerns. Said another way, describing something as “neo-western” does not necessarily mean that you’re actually constructing something that could be considered a western, it only means that you want people to think of it as a western.

Don’t worry, I do have a point.

The westerns I am most familiar with are spaghetti westerns and Eastwood westerns, though I have watched pretty widely in the genre. When I feel I have to defend my interest in westerns, it’s for the same reason that Those Who Wish Me Dead defends it: because people see westerns as just loving cowboy aesthetics, and we feel compelled to show that westerns are about more than that. However, what I felt separates this film from something that I would truly call a western is not the setting, it is the thrust of the movie. Despite advancing the setting, I think that Those Who Wish Me Dead is only concerned with the aesthetics of the western genre, and for that reason I think that it misses what truly drives westerns as a genre.

Those Who Wish Me Dead centers around a kid who is being hunted by hitmen and a forest firefighter who happens to become his protector. It involves a lot of violence that is very well-done. I think everyone’s performance is good. As far as the plot’s structure goes, the only thing that I felt off about is how lightning was used, oddly enough. Twice, lightning strikes drive the plot forward in ways that are too convenient; for instance, given that touchscreen phones exist in this world, it seems odd that an firefighter would be in a place where lightning would fry all the instruments and have no back-up. However, in their defense, these beats weren’t unnecessary, even if I think there might have been a less-ridiculous way to achieve it. I’m bringing all of these elements to say that none of them are the reason I wouldn’t call this movie a western.

When I defend westerns to people, what I emphasize is that the idea of The West in a western is an area in which people are more on-their-own than they are in so-called civilization. In a city story, someone who wants to stand up for themselves can go find a group, or call on their family, or appeal to authorities, and so on. In The West, these things are less possible. The main players in westerns are always lone figures who embody their entire capacity. Take The Godfather, for instance. Vito Corleone’s power as a mafia boss was not that he himself was the best shot and the toughest guy, it’s that he had control of the mafia and its resources. In A Fistful of Dollars, there is no higher appeal that can be made. There’s no sure help. This sense is not of loneliness, because it is hard to imagine The Man With No Name or Harmonica as truly, sorrowfully lonely. It’s more of solitariness or singularity, of all things in a character being intrinsic to their own person.

Obviously, this idea of solitariness is played with by almost every western. Even the most textbook western story will deviate in some way, because what we put in the textbook is going to be a general sense of the idea, it will not all be drawn from one specific work. However, I think it’s the baseline assumption of the western genre. What makes someone potent as a person is their level of singularity, the amount to which they have all capabilities residing in themselves. To need a family is somewhat weakening, but it’s seen as a worthwhile trade. To need a hive of bandits makes you despicable. The civilization of crowded cities and railroads is always an evil for The West, bringing the kind of society which will always reduce these singular capable beings to something lesser. The threat which white settlers perceived from Native peoples became a test of this potency, one where destroying the Natives while outnumbering them would equal a personal failure.

In reality, a person cannot become a hero by personally murdering a dozen other people. In westerns, especially when considering certain kinds of people as the target, this is possible. I raise this not to try and lessen these acts but only to note it and to argue that, despite the alienating nature of these murders, their function in western-as-genre is at least in part to reinforce the core western idea of solitary/singular. In this way, they are of a piece with encroaching civilization and the hardship of self-sufficiency.

Those Who Wish Me Dead attempts to do this in many ways. Its principal characters — the kid Connor, the firefighter Hannah, the two assassins Jack and Patrick, and the couple Ethan and Allison — all have no important connections. Ethan is a police officer but he could very easily have simply been a known & respected local outdoorsman for all the role it plays in the plot. Hannah is stationed alone in a tower in the middle of the forest for the summer. Without spoiling more, you get what I’m saying: despite this being a modern setting, these characters are as isolated as they can be. I think it’s successful in constructing these isolations, but I think it misses the real beating heart of the solitary/singular concept.

What makes the best westerns memorable, what makes them pulse, is that all the characters are not only familiar with the situation, they are intimately involved in it. Especially for the characters that are actually active in the conflict, their own personal stakes in the actual matter of the situation is what highlights their singular qualities. This is the part where Those Who Wish Me Dead falls down. Almost no one is actually concerned with the main matter of the plot: the secrets which Connor’s dad held. Connor has no idea what the matter could be about really, neither does Hannah. Jack and Patrick do not care about what it’s about: their job is just to kill people. Ethan and Allison both want to protect Connor if they can find him and also to simply stay alive. Everyone’s motivation is on their own track, so they never converge.

The tests in a western story are engaging because they pit the entirety of the wills of various people on achieving the same thing. All of their drives naturally head to the same point. In Those Who Wish Me Dead, Allison would have been perfectly right to simply ride off and try and find other police. Hannah could have just said “uh, okay kid, keep running I guess” when she saw him; she didn’t know that he was alone or that anything had happened. Ethan could have just been like “ahhhh I guess I’ll just keep driving and call in this shot woman, don’t think it’s a good idea to just get out of the car”. No one had to meet. The fact that they do isn’t bad, it demonstrates that they are brave and conscientious people, but it just isn’t the same thing. The desperation that each character feels is not involved with the other characters’ desperation. Every person’s story is their own in a way that doesn’t provide an interesting intersection.

I think that Those Who Wish Me Dead fails to be a western because it doesn’t provide that visceral interest that comes from each character driving ahead this single focal point. What makes everyone meet is the plot, or to be generous, coincidence. Coincidence is a fine driver of plot, too; as long as you don’t break your audience’s engagement, it can be effective. However, since there’s nothing to this plot but coincidence, it just doesn’t grasp what I feel westerns are about. Given what I said above, it may be a neo-western. That is, it might get you in the right mood if you think of it as being an updated western. It’s just let down by isolating all the characters without giving them a converging point.

That paragraph was going to be the final one, but I do think I need to answer a question: why isn’t Connor’s safety the converging point of interest? I don’t think his safety works in that way because the interest that people have in Connor’s safety is not personal. Though Connor is Ethan’s nephew, Ethan never gives the impression that they are very close, he’s not out of his mind with worry, and conceivably Connor could have been anyone’s kid that Ethan just decided to help. The fact that Connor has these secrets is only important because it’s the reason that Jack and Patrick are hunting him. They could have been hunting him for literally any other reason and the story would move the same. The reason Connor’s safety is important is because he’s a person in danger and, more importantly, a child. It doesn’t even rise to the level of “I’m after your bounty”/”I don’t want to die”, because at least in a cheap bounty story the stakes are explicit and known by everyone. In this, it’s very difficult to know if we’re supposed to ultimately be concerned with Connor or the secrets; without going too much longer, both have reasons to discount them, and that just makes the Connor/secrets idea too confused to be effective.

A fine movie, it is not a bad way to spend your time. I simply wanted to highlight why “neo-western” is not especially useful if what you’re after is the major non-aesthetic themes of the genre.

[wpedon id=”566″ align=”center”]
Categories
Blog Critique Non-Fiction

Bad Magic: Planeswalkers

[wpedon id=”566″ align=”center”]

It’s been a while since I’ve been as charged-up as I am recently, and there’s one reason: Magic. Not stage magic, not rituals, not alchemy. Magic: the Gathering. I haven’t played the game since a few matches played with friends at college, and that was over 10 years ago now. I was never that good but I was always having fun. I introduced my little brother to the game and my mom drove us to the local DCI tournament which was maybe an hour away. Back then, I played a blue-red deck that me and my best friend had worked on. It was a really annoying land destruction/bounce deck with a bunch of enter-effect kavus; if you played like 20 years ago this might mean something to you. I got stomped out early and my brother got a round further. I wanted to win but I didn’t play to win, I played — even competitively — because I was having fun.

Now I’d love to blame this resurgence for me on COVID… so I will. Being stuck inside meant I was watching more YouTube than usual and I came across videos by Spice 8 Rack, Alpha Investments, and Tolarian Community College. At first, I just wanted to buy a couple packs maybe, or a big pack, and just have some cards again. I actually had a short return a couple years ago when I bought some cards just on a nostalgia trip, but I didn’t play back then. This time, I fell all the way in. I started solo-testing decks while devouring videos. Right now I’m playing Magic Arena and I’m getting really interested in Commander so I’m looking for places online to try that as well.

You could say that I’m having fun.

The game is different now than what it used to be. Nothing stays the same, I get that. But as much as I still enjoy playing, when I look at the trends of the game I honestly ask myself if I will be playing for long. The trouble I’m feeling could just be wishing for earlier days, but I think it’s more than that. The way that the game is changing is honestly really alienating, but in the most neutral sense. There’s a wall being built between the player and the game. I’ll explain what I mean. The best way is to talk about the biggest problem I have with modern magic: planeswalkers.

Spice 8 Rack’s videos are mostly based around the current lore of Magic: the Gathering and I think that it’s fascinating. One of the very first fantasy books I ever read was Rath & Storm edited by Peter Archer. I’m not sure if I read the book before playing or vice versa, but I do know that the stories of Gerrard, Sisay, Karn, and the Weatherlight resonated strongly with me. They were some of the first things I was interested in when dipping my toes back in. Characters like these plus Teferi, Urza, Mishra, Yawgmoth, and others have always been at the center of Magic’s written lore. They have not, however, been at the center of the game itself.

When I first heard about planeswalker cards, I swore off playing the game again. Obviously I’ve broken that since, but I still don’t like them. I don’t play them in my current Arena deck. When I face off against a planeswalker it’s always tough but I’ve gotten past them. I say all that to say that I think they are very powerful, maybe even overpowered, but they are beatable. My issue with planeswalkers isn’t that they are overshadowing the game (well, not entirely). It’s that they change my relationship with the game, and that changing relationship does have echoes within the game.

Suspension of disbelief is a huge part of how I played Magic and, from what I’ve observed, it’s central to how a lot of other people play as well. We don’t just play the categorically best cards. We play cards and decks that speak to us personally. Back in the day, even 10 years ago when I had those few games using older cards, the feeling of being a planeswalker casting spells was a major draw of Magic. The stories of the Weatherlight and Yawgmoth and Karn and Memnarch were happening in the background of what I was doing, a totally unrelated battle between unrelated sorcerers who were the main characters of our own stories. These important characters did appear as legendary creatures, yes, but it was sparing and those creatures didn’t dominate play in the same way that planeswalkers do. Now, both planeswalkers and legendary creatures have become the centers of play.

Planeswalker cards were introduced in Lorwyn (2007) and for a while they came out somewhere between 3 and 7 per set by rough estimate. At that time, the levels of planeswalkers + legendaries was pretty steady, with comparatively few legendaries; the pre-planeswalker Kamigawa block was heavy on legendaries but this was an outlier, more of a block gimmick than a trend. It wasn’t until around 2016 until we saw a big upswing in legendaries being printed and it has absolutely skyrocketed since. Compare the 30 new legendary cards printed in Core Set 2021 or the 62 in Dominaria (2018) to just 9 in Magic 2015 and 19 in Theros (2013, still post-Lorwyn). A large number of these legendary cards are planeswalkers and creatures. We’re getting a Magic: the Gathering game that is much more focused on the fictional personalities than on the players.

I happened to come across an article written in 2013 by WotC R&D Sam Stoddard where he stated that they wanted to balance the spells of earlier Magic with creatures going forward. I can get behind the idea of making creatures a more exciting prospect than they might have been before. However, what I’ve seen since playing is that most effects that could have been spread around before are now directed straight at creatures. Abilities like hexproof (which is pretty prevalent, especially in black) completely prevent using spells to affect creatures and, in general, spells have been reduced in power such that creatures feel much more safe on the board. Instead of being a game about slinging spells and casting cool magic, a scenario where we as the players are powerful, we’re now entering a game era where we hide behind our monsters and call our A-lister pals in to help us out.

This fact distances me as a player from the game that I’m playing. One of the effects of putting these cards so prominently in decks is that I no longer feel as though I’m writing my own story. Instead, I’m a bit character in the wider story that I read in the books. This difference goes to the heart of what draws people to fantasy and science-fiction and what people don’t get out of sports. One of the greatest things about escapist fiction is the ability to put oneself into the scenario. In a lot of forms of fiction, we as readers do have to live vicariously through characters created for us. In games, we have the ability to embody a character who is, for as long as the game lasts, part of a completely foreign, fantastical universe. There’s a strong draw in sitting down to get immersed in a fantasy conflict. That part of the draw is being chipped away by the insistence of putting every story character directly into the cards and making those cards powerful. We’re no longer writing our own stories, we’re sort of acting in side-stories between the novels, things that are ultimately of no importance.

Why is sports relevant to this discussion? Recently, I did a tiny bit of searching around to try and figure out what draws people to sports cards. And you know what it is? Liking the sports. Shocking, I know. But what I’m getting at is that when you’re collecting sports cards, you’re looking at something that already exists — sports — and prioritizing those cards that are connected to the top players or the top moments in that sport. If you buy a card and you save it up because hopefully it’ll be worth something, you know that it will only end up being worth something if the card is of a star.

Unfortunately, that’s the model that Magic appears to be moving to. Watching Alpha Investments gave me a basic understanding of the fact that Wizards of the Coast (and their parents Hasbro) are likely trying to move into the sports card space. Stuff like the extra fancy VIP Masters set, full-border cards, extra levels of rarity, all of that is mimicking the crazy rarities and extra versions that sports are into. And what Wizards clearly believes is that in order to push this type of product, they have to push their story characters. The NBA is the canon for basketball cards. The MLB is the canon for baseball cards. The written Magic: the Gathering lore is poised to be the canon for Magic cards.

I want to go on a short tangent here. The financial argument is really secondary (or even tertiary) to my case here, but on the financial aspect, I don’t think that WotC’s methods — which I honestly believe are going to be harmful to the game by changing it too much from its core experience — are necessary to move into the sports card type production. The biggest value cards in Magic have never historically been character cards. They’ve been cards that were really good in the game itself. Instead of spicing up named planeswalkers, WotC could focus on doing exquisite-quality prints of cards that have performed well in tournaments, regardless of whether or not they are characters. Let’s make the game the main lore of Magic again so we don’t have to rely on half-assed novelizations to find cool things to latch on to. I think that if the game dies, these specialty versions are going to die with them, so they need to not put the cart before the horse.

MTG dying seems like a far-off possibility but these things tend to creep along very slowly for a long time then suddenly crash into hell. To (haphazardly) bring another idea from the MTG finance world, it feels a lot to me like WotC/Hasbro are trying to lock in the profits. Rather than trying to nurture a game for the long-run with fun and interactive spells and an immersive experience, WotC are trying to hike the prices on those already playing to squeeze everything they can out, not really giving a shit about attracting new players. They’re not on the brink or anything, but once your business model turns to putting pressure on the whales, you’re no longer thinking about what brought you to the dance: the game itself.

I believe that Magic is ultimately going to outlast Wizards. Perhaps not long. Perhaps only as a niche game. But there’s so much Magic out there that we could probably keep playing for at least a decade without needing new printings. People like the game far more than they like the company that makes it. People have largely accepted planeswalkers and the power creep of great creatures, but it seems like a pretty frequent complaint. For me, I know I got out because the sets were offering me less engagement, and even now I’m not sure if my burst of excitement for the game is going to last too long. I’ll be keeping my eye on Zendikar Rising for sure.

Do I think planeswalkers have to go away completely? I won’t lie, I’d love it if we only got story characters as an occasional legendary creature again. However, I don’t think the cards are too wacky mechanically. I think there should be a bit more planeswalker-directed removal and bounce, or other ways to get rid of them, but that’s just my preference. Planeswalkers are just a symptom of the problem. The problem is WotC putting the focus on the creatures by taking the focus away from the player. When the best way to win tends to be playing a bunch of strong creatures, we end up basically playing Yu-Gi-Oh or Pokemon with rules that aren’t made for that.

This is going to sound dumb, I know, but I want to be a wizard. I wish there was still a game that let me live that fantasy.

 

Okay yes I originally titled this article “Bad Magic: the Gathering” of course I did

 

[wpedon id=”566″ align=”center”]
Categories
Blog Critique Non-Fiction

Bad Magic: Ninefox Gambit

[wpedon id=”566″ align=”center”]

This book is bad. I’m not going to talk about why the book in general is bad but you should know that I think this going in. I had enough issues with this book that even if the magic system had been revolutionary I wouldn’t have liked it. But the magic system wasn’t revolutionary, it was complete and total nonsense. The rest of this piece is going to explain why.

I’m talking about the book Ninefox Gambit by Yoon Ha Lee. If you haven’t read it this piece won’t spoil much, so don’t worry. I will give you a brief summary, though, if you haven’t: We follow a soldier named Kel Cheris who is chosen for a strange mission by her government the Hexarchate. This mission means that she will have the consciousness of a dead general called Shuos Jedao implanted into her mind; his mind will ride sidecar to hers, which remains in control of her body. Jedao (given name) is responsible for a massacre far in the past which made him the most despicable war criminal in the Hexarchate, but his military prowess meant that they didn’t want to execute him forever. Together, Cheris and Jedao have to try and get their way into an impossible-to-assault fortress.

First I’ve got to step back and talk about spoilers. I said I wasn’t going to spoil much. There is a main effect of the magic that I would classify as a minor plot point that I do have to talk about. If you think you’ll have a good time with this book, the reveal may be a bit deflating, but it’s not character-based in the slightest. The reveal is on the order of finding out a letter marked for “TOD” actually said “TODAY” originally. Anyway, last warning.

Second, I am only reviewing Ninefox Gambit‘s magic system. I’m not touching the rest of the series. I would hope/assume that the system develops further in later books but, for one, I barely dragged myself through this one a second time (it’s bad) and, for two, I think a book should develop its magic (and everything else) enough within itself for me to appreciate it, I shouldn’t need to do homework on a novel. Alright, here we go.

Basically, the problem with the magic in this setting is that the saying “science sufficiently advanced is equivalent to magic” is taken to heart but with the wrong message. This is the charitable reading. The uncharitable reading is simply clumsy and unfocused writing. Though the setting is extremely future-tech, it’s just impossible to describe the “exotic effects” in the story as anything but wish fulfillment magic because we never get a handle on anything. We have people interacting in mechanical ways with the magic — performing equations, finding shapes, plotting trajectories — but we are never given even the slightest shred of context for what the equations mean. You could cut out all the descriptions of how things happen in this book and not lose any understanding of the story.

Reading this book is a lot like listening to jazz musicians talk about playing jazz but not having any grounding in music. If you’re just in the crowd of a show, you can enjoy the music just fine without knowing about music. If you’re listening to them talk about how they played, though, the conversation is totally incomprehensible unless you know about notes or feel or swing. If those concepts don’t mean anything to you, you get the words but you don’t understand how they are put together. Even if the people involved find it very interesting, you can’t do anything with it.

What parts of the context aren’t we given? Fundamental things about the way magic works in this setting are simply not explained. The magic in this story is based around the calendar that a given society believes in, and believing in a different calendar is heresy to the Hexarchate. The calendar has a set number of days in the week, and they also have feast days and “remembrances” (all we’re told is that people are tortured on these days and some people don’t like it). There’s no further information. Take the fact about the days of the week. We are told that changing the days can make one type of magic not work in a specific area, but even rebels against the Hexarchate generally stick with the Hexarchate calendar. Changing the days provides all kinds of problems. Does it provide any clear bonuses? Not really, no.

The first thing you’ll say is that obviously changing the week length protects rebels against the Hexarchate, but it doesn’t. In the first chapter, Cheris has her squad using calendrical swords in a situation where her calendar was not in effect, but the swords still killed who they needed to kill and they got the mission done no problem. This type of malfunction also never comes up again. So what did changing the week’s length really achieve?

One thing I wondered was if having a 6 day week was somehow more stable than having a 7 or 10 day week, or if it powered different types of effects, things like that. The book doesn’t say. If calendars are changing something called “calendrical rot” occurs, but beyond the simple fact that it’s bad we don’t get any information on what it does. Does calendrical rot make people becoming heretics more likely? Does it actually shut down magic in a way that just having a different calendar type doesn’t? We aren’t told. We’re given no information at all.

I hate infodumps as much as anybody and I’m not saying that the issue was that we didn’t get enough infodumps. The issue is that there are no consequences for anything that’s brought up in the story. I’ve already mentioned how calendrical rot didn’t ever seem to hinder anything. There’s also invariant ice, which is built up as a major bugbear of a defensive system because it blocks across calendars, but then they find out – gasp! – it’s not invariant after all! So what was the point of all this? We didn’t get a chance to see how the magic works against something it can’t fight head on, we just turned the set-piece around so everyone could see it was cardboard and then tore it down.

The best example of all these issues in the story is the threshold winnower. It’s played up as a badass weapon that kills anything in an x-mile radius (again, no details!) but we really learn nothing about it other than it can kill a lot of people and sometimes it can shield a small area. That’s it. Here’s the only physical description of it:

The winnower didn’t look like its function. If you didn’t realize what it was, you might mistake it for a pretty kinetic sculpture, all looping wires and spinning wheels and interconnected shafts.

That’s it. Does it shoot anything? No idea. Does it just radiate lethal energy? No idea. Where does it get energy from, how is it powered? Shrug. How many people need to operate it? More than one, I think? How big is it? Don’t know! We’re told that they can break easily but this never matters because every time they need to use it, they have like three or four of them and only one malfunctions, so they always kill everybody when they’re supposed to. I mean, it’s a good job by Hexarchate logistics but it doesn’t tell us anything about the threshold winnower at all.

Basically, this is not technology. It’s not “sufficiently advanced technology”. It’s a fucking 3rd grader’s popsicle structure that goes bang and knocks down all the action figures. It works because its job in the story is to work, not because there’s anything to get about it. Therefore it’s just not interesting at all.

So why is this a problem? I’ve certainly read, and loved, books that don’t describe magic much at all. I’m one of the few you’ll probably ever meet who will defend Tolkien on prose. The issue isn’t simply that the magical properties aren’t described, it’s that the story itself deals with them intimately. To bring back the jazz conversation analogy, what we’re doing in this story isn’t listening to Gandalf and his cool cats playing a standard, we’re listening to them talk shop, and since we never got the understanding of rhythm or melody it’s impossible to enjoy that conversation.

Gandalf and Lord of the Rings magic works because we really don’t interact with it at all. Gandalf just does things and we see that they work, but he never says “hmmm if I move the two pebbles on the right over here perhaps I can see into the future”. It has a wondrous quality precisely because we interact with it almost like it’s a personified act of nature. Even the person doing it might not necessarily understand it, the way that we don’t think about firing up each of our nerves one by one when we want to move our bodies or have a thought. The mysterious nature of the magic is borne out by how it’s treated in the story itself.

The Wheel of Time takes the opposite tack. Channelers like Nynaeve know exactly what they are doing and they do precise things with the One Power to achieve their magical effects. They can take a concept and apply a little fire and a little air and make it something else, and we get the descriptions of how this is done. Obviously, we can’t get a scientific understanding because this is fictional magic. However, we are given clear principles for the magic to stand upon: fire does things associated with heat and combustion and perhaps anger, water with healing and emotion, earth with solidity and cohesion, and so on. We understand how people can gain access to the One Power and how they can lose it, what they can use it on, etc. We understand what society feels about magic and the authority that channelers had. Therefore, when we watch Nynaeve working out how to heal something that’s thought unhealable, the description has meaning for us.

In Ninefox Gambit, we get descriptions of how Cheris is plugging in equations, how she’s interacting with field grids, how she’s worrying about her formations, but again we have no context. We don’t know the extent of what formations can or can’t do, even theoretically. We’re told that certain formations are heretical but never why. We just don’t have any context for the fake detail that the story goes to. And I say fake detail because, like the winnower description above, every description of what’s happening is just vagueries thrown about and technobabble that could just as easily be a part of Star Trek or 2000s Battlestar.

This lack of consequences for the magic system even goes into character reactions. In the first chapter, Cheris discovers that her squad is under an assault that the orthodox formation won’t handle, so she has to change it. Apparently, the formation she’s changing to is slightly heretical, so some people in her squad object. She cuts them out of the formation and they get vaporized. How does this make any sense? Surely, every person must know that their only protection in this situation is staying in formation, which means following the leader or at least the general flow (and these objecters were in the minority). If the whole point is that they’re suicidal (which I don’t believe is the case), why would they commit what’s basically a senseless suicide in the middle of battle? They would definitely not be blamed, even if they had some kind of reprisal later. Also, wouldn’t the people in her squad know that sometimes the formation needs to be changed to compensate for bad situations? There’s never any indication that acting in a different way would ever succeed. So again, the fact that the formation failed etc is just because at that time it needed to fail in order to tell us something about the formations. The problem is that since there are no rules at all ever established, this actually doesn’t tell us anything. What can we glean from this? The soldiers are dumb? Cheris is heartless? There’s really nothing great to pull out of this scene at all.

“Calendrical magic” could be an interesting system, but if it isn’t developed, it’s just a buzzword. We don’t even get scenes of how the masses are having to obey the Hexarchate to keep this going. We’re not around for a feast day or a remembrance. None of the things about this system that could have been interesting are ever delved into. Wouldn’t it have been interesting if Jedao’s influence got stronger on some days and weaker on others? Or what about if they couldn’t fly their ships on Sundays because that was the day of rest and even the spaceships couldn’t be flown, so that changes their whole military strategy? There are interesting ideas you can pull out of this system if you want to. You just won’t get any of those ideas in the book itself.

[wpedon id=”566″ align=”center”]
Categories
Blog Critique Non-Fiction

What’s So Great About Darkest Dungeon?

[wpedon id=”566″ align=”center”]

I’m going to ramble a bit about games and game design now.

I really enjoy Darkest Dungeon. Despite how tough it is, I think it provides an excellent strategic challenge that really focuses on management skills over tactical ability. Actually executing the plan is extremely important but your success is mostly going to be determined by how well you’ve prepared. So many things can go wrong in a Darkest Dungeon run that your only real chance is to give yourself as wide a safety net as possible.

As I’ve mentioned before, I’m not good at games. Darkest Dungeon is an extremely frustrating game to play because of how often even the best laid plans seem to go wrong. It should be the kind of game that totally turns me off because of how often I fail, at least given by my general track record with getting stuck in games. Yet I come back to it. Why?

Of course, I’m very interested in strategy games and I tend to spend more time on them than others. Darkest Dungeon also has a great atmosphere that seems to always reward. But also I think there’s something more fundamental going on.

A lot of my like for the game has to do with exactly how Darkest Dungeon achieves its difficulty.

I’ve written before about games like Darksiders which are very superficially difficult. This applies to a lot of action games I’ve played. In Darksiders, jumping between ledges etc feels incredibly clunky; the game feels like it wants you to just stand there and fire out combos but it constantly forces you to do a bunch of other stuff. For contrast, Shadow of Mordor and Space Marine are two of my favorite action games. Not difficult at all to play and you can coast through them pretty easily. This is because the game actually gives you all the tools to do what it wants you to do and it doesn’t try to make you do more. So in Space Marine, you never get an awkward sequence where you need to lock on enemies or platform. In Shadow of Mordor, you do a bunch of running and jumping and it all feels fluid because the game intends you to do that.

This is a problem I’ve always had with Half-Life 2 as well. I’m fine at the shooting parts, but the game is really not meant for the hard run-and-gun which you’re constantly forced to do: you don’t have any running roll or charge attack, can’t melee with guns, no strong defense, etc. It’s not built for the platforming which it throws throughout. Sure, you can get through the stuff, but my frustration came from the fact that you really work against the game’s set-up to achieve it. Half-Life 2, in my mind, controls like a game where you are spending 95% of your time shooting and never having to awkwardly control boats.

Darkest Dungeon is much more like Shadow of Mordor than Half-Life 2 or Darksiders. That is to say, it presents you with a goal, gives you all the tools to reach that goal, and then makes that goal actually difficult to achieve. The result is that when I fail, the sense I have is that I need to learn better how to cope with the situation, how to use my tools to succeed.

This isn’t actually different than how I play other games. I get stuck, maybe I ragequit, but on the first or second time I’ll typically try and figure out what I did wrong and go back to it. The issue with a game like Darksiders is that knowing what to do isn’t the difficult part, it’s being able to marshal the controls to do what they don’t want to do. If I keep dying at an enemy that I’m supposed to lock on to, even though the lock on is awful — it is impossibly slow, the camera movement is slow, in every other situation you use it only on enemies which are not moving, but this particular enemy is very fast — my feeling is that the game is not made to purpose, not that I personally haven’t figured out what to do.

Again, sure, one might say that I just need to practice, but that’s against my philosophy in playing games. I’m perfectly fine with practicing in order to make increase my playing skill but I find simply sitting down and learning patterns tedious. That’s what these games require you do: in order for you to win, rather than you just using all the skills you were given to defeat a challenge, you have to perform the operations in an exact order which you can only learn by going through it and being beaten. That has nothing to do with skill and everything to do with repetition. And, in the end, especially when you’re hampered by un-fit controls, your success comes down to one thing: luck.

Luck, or the RNG, is one thing that people bash Darkest Dungeon for. It’s also a common complaint against X-COM, another favorite game of mine. I’m not going to tell you that I’ve never had a problem with randomness in the game. I’ve tried short Cove jaunts which got ruined in the third battle: numbers 1 and 2 were 4 ranks of Groupers while battle number 3 included a Sea Maggot that gave two of my people diseases.

Is that ‘fair’? Maybe not. But the game is built around that sort of thing happening. That’s one of the hazards of going out on the adventure and one of the things you’re specifically supposed to deal with. Have you got a diseased person? Send em to the Sanitarium. Stressed people? Book em in the Tavern or the Abbey. So wacked out you can’t even use them? Fire them, look on the Stage Coach for replacements. You’re supposed to do all that and the game doesn’t try to stop you from it, it encourages you.

In the Tiamat battle in Darksiders, the luck you rely on is whether or not your dodge left your camera in a close enough position to swing around and lock on. No, if you miss it you won’t die, but you might be stuck around there for another minute or so waiting for your next chance. When that might happen again. And you’re supposed to kill this boss by doing exactly this, so the fact that the controls feel clunky isn’t showing that you’re doing it wrong, the controls are just… clunky.

In Half-Life 2, the luck you rely on is whether you’re in the exact right spot to make a jump, because your character can’t jump that far and has no ledge-hanging or other techniques to make the best of a bad fall. This is common in games designed for platforming — like Guacamelee which gives you a double jump, Mario games which typically have a very long jump (and a double), or Assassins’ Creed & Shadow of Mordor which let you hang — but HL2 forces you to rely on the most minor tricks of positioning. Luck.

In effect, the test I use to decide if a game is worth it is very simple: after I get frustrated and look the answer up, does the game lose its appeal? Because, ultimately, even if I do beat the game on my own, once I do that the game will lose a large part of its pull. This is definitely my experience even with games I’ve beat and loved in that first go-through, like Bioshock Infinite. What I liked about it was the atmosphere and the twists, but now that I know them, I’m left with a fairly lackluster game that’s just built on throwing a bunch of enemies at you. Deus Ex: Human Evolution is much the same in that respect, even though I hate that game. I dislike stealth games in general and this one felt very constrained in its approach. Once I figure out what to do, actually executing it is not that interesting because I don’t find the game fun to play through.

With Darkest Dungeon, knowing how everything works will help you a lot but you cannot necessarily prevent everything from happening. Being prepared and actually pushing the plan through are two different experiences entirely.

And sure, you could argue that I’m just into strategy games over action, but Space Marine and Bully are yearly replays for me and I fully expect that Shadow of Mordor will join them. On the other hand, I don’t really get into Civilization (even though my issue with that is not the same as what I’m talking about in that article), and my criticisms of the Total War series pretty much echo what I’ve said here. The Total War endgames are basically not the same challenge that they give you up until that point, but once you know what it is you can pretty effectively thwart it every time. It’s not a matter of skill, they just wanted to make it ‘difficult’.

I didn’t write this to try and convince anybody they’re right or wrong to like Darkest Dungeon, or any other game I talked about. I do think core game design, especially the design of challenges and controls, is very often overlooked. Total War and Half-Life 2 got it wrong. Darkest Dungeon and Space Marine got it very right.

image not captured by me

[wpedon id=”566″ align=”center”]
Categories
Blog Critique Non-Fiction

Art, Mentality, and Pro Wrestling

[wpedon id=”566″ align=”center”]

Is there a difference between entertainment and art? That question is all around us these days. Let’s look at the current movie scene, where everything is pretty much getting smashed by superhero films. Some people are adamant that they are expensive junk food like a shrimp Big Mac with a Goldschlager Coke. Others will say that there is artistic potential there, though perhaps unrealized. Similarly, the debate rages on whether or not video games are or can ever be capital-A Art.

Looked at realistically, ‘entertainment’ and ‘art’ are not separate, they both exist on a sort of line. As you get more and more refined, you get more into being called ‘art’ or even ‘Art’. The less refinement you show, the less ‘arty’ you look, even if what you produce can be as engaging and entertaining as something considered more ‘artistic’. Superhero films are art in the sense that they definitely exist in that space, but the question remains if they or if any single film is Art. Do they show the traits that we associate with Art in cinema, or do they perhaps show some other great refinement?

Pro wrestling and video games are actually good companions in the conversation about art. Both of them are often viewed as junk to consume, crude even if they are found somehow addicting. You understand where the idea comes from when you think about early games like Space Invaders, Galaga, Pac-Man, Super Mario, games that seem to be about nothing more than blasting or moving, nothing too complicated aside from the intensity. Yes, it’s impressive if you can get to a high point in Pac-Man, but it’s the same sort of thing as balancing the most plates on your heads: congrats, you’ve done it, but why would you do such a thing?

The fact that the most visible contemporary games for ‘gamers’ or ‘gaming aficionados’ are titles like World of Warcraft, Gears of War, Counter-Strike, Call of Duty (dating myself a bit, I know) doesn’t erase that perception. They’re higher-level, higher-quality Space Invaders: at the core it’s just about blasting the opponents. E-sports like Starcraft or actual sports games like FIFA & Madden don’t get around the ‘not art’ thing because we don’t view actual sports like football as art. If artistry in video games is based on its cinematic scope (which is usually how people frame it, though I disagree) then it’s tough to say that ‘gaming’ is interested in art.

In the same way, what do people remember most about pro wrestling, especially in the United States? Well, there was Hulk Hogan, he kinda just lumbered around and hit people a lot. He faced a lot of guys that were just like that. Oh, then there was the Attitude Era, where old dudes kinda hit each other a bunch or where a regular age dude hit his boss a bunch. Hardcore stuff, they hit each other with weapons. Cage match, they hit the cage with each other.

I was young during the Attitude Era but nobody has ever mentioned the extreme ring craftiness of any competitor during that time. I mean, Triple H was the ‘cerebral assassin’, which meant that he started hitting people with sledgehammers. If you want to watch people hitting each other, wrestling was your deal. As far as being ‘Art’ you can see how it is tough to justify to someone who doesn’t understand that this qualifies as ‘Art’.

And perhaps it doesn’t. A lot of pro wrestling probably doesn’t deserve to be called capital-A Art. But that’s perfectly okay. A lot of music doesn’t deserve to be called Art, and soap operas are an entire genre of not-Art that aspires to be big screen drama that is Art. Like I said, it’s all a spectrum.

But the beauty of artistry, of Art, is that it transcends people’s preconceptions. A fantastic country song or an incredible rap verse can turn a die-hard hater into a devotee. I know people who cannot stand big blockbuster action fare but love Die Hard, the epitome of the genre. Whether or not you think every little bit is Art isn’t the point.

I love sludge metal and I’ll listen to lots of bog-standard sludge bands just cause I dig the sound, but equivalent bands of black metal or speed metal or whathaveyou don’t catch my interest; it’s only the incredible ones that get over that hump (I’m not gonna namedrop here so no one can laugh at my taste). For its own sake as well, for the fans, something that approaches Art is going to be cherished by them, while something that’s entertaining but that’s all will be appreciated and that’s it.

Artistry in pro wrestling is a hard thing to nail down. One clear element is simple performance and anyone can see that. I think the level of sheer performance in pro wrestling has never been better or crisper. Wrestlers of all sizes take to the air with incredible ease now, they do complicated lifts, they chain together counters with total fluidity.

Thirty years ago, Manami Toyota shocked the world with an electric chair suplex, the Ocean Cyclone. Eight years ago, Kenny Omega pushed it forward into a German suplex with Croyt’s Wrath, and now he’s evolved it into a buster with the One-Winged Angel. Sami Zayn and Shinsuke Nakamura can execute counters for days, Zack Sabre Jr can bend or twist or spin out of anything, and it is all phenomenally crisp.

There is a rise in stiffness for its own sake which I think is a bad thing. Seth Rollins has recently been slammed for being reckless with John Cena, but I think that more likely is that Rollins is used to guys who will work a harder style (and therefore protect themselves better) whereas Cena likely expects to be more protected by his opponent. That’s speculation, but what isn’t speculation is that a harder style is naturally going to take more of a toll on people. That said, harder hits make the show feel more live and engaging, so it’s difficult to say that an increase in stiffness is a bad thing all around. It’s a shift in the style of performance.

The common veteran complaint about the newer generation, aside from the stiff Japanese-inspired working, is the lack of ‘storytelling’ and ‘pacing’. This claim needs a lot a lot of unpacking and I’m not going to do it all now. The reason I bring it up is that, in trying to investigate the claim, I found myself a lot of time harkening back to styles and approaches that I wanted to see but I couldn’t exactly pinpoint in an old match.

My opinion is that it comes down to not every match being top-level Art. Even in a good period, only very few are going to hit the top mark, just like very few paintings or songs ever do. That and me not having an encyclopedic memory; I didn’t want to just go through all my old favorite matches, though thinking about it now that’s probably exactly what I should have done.

Anyway. Let me get back on track.

When I started thinking about this, I realized that I really couldn’t make this point in a crotchety ‘this is the way it used to be done!’ way. Instead what I’m going to do is lay out what I see right now and then talk about what I think would be the most interesting way to develop. Most of these elements I think have been worked to perfection in the past, but I’m gonna stick with the hypothetical now and I’ll let you readers decide who’s done this stuff best.

The piece of the wrestling artistry pie I want to talk about is ring strategy. Wargame purists will let you know that there’s a lot of mixup between ‘strategy’ and ‘tactics’, but I really do mean strategy: the idea behind how a wrestler fights, not just which moves they choose and when. When I hear people complaining about matches ‘going too fast’ or being ‘just about moves’, I think about strategy first.

Usually, veteran critics on shoot interviews talk about ‘going too fast’ from an out-of-character standpoint, saying that you as a person need to slow down whether or not you feel that your character would slow down at that point. My feeling is that by understanding what your character would actually do in that position, more about the performance will fall into place; that might mean slowing things down a bit, but it might mean speeding up more.

When I see a wrestler doing what I consider to be ‘too many moves’, the problem is always that they forget their character is there to win the match. They appear locked in on the fact that they are entertainers trying to do wow-ing moves, rather than settling into their role of a competitive wrestler who wants (in most cases) to get the victory and move up in the rankings.

This is where the strategy comes in. If a wrestler comes in without a specific gameplan as far as how they’re going to try and defeat their opponent, it’s easy to get lost in the moment, whether that’s the excitement of dreaming up the spot or whether it’s in the ring itself. That’s not just wrestling performance, that’s all performance, whether it’s theatrical, musical, sports competition, whatever.

But more than that, a wrestler who seems more in tune with their character and their surroundings feels more alive, more real. When a wrestler comes out simply to entertain the crowd, we may be entertained. Capital-A Art has always had as one of its major planks a sort of incidental quality, to go all five-dollar words for a moment. The greatest paintings or compositions have this aura about them like they’re not about us the viewer, they are about something else that only the artist is really aware of. It is for revolution, or it is for love, or it is in order to explore doubt, and so on.

These painters or composers are seeking primarily to engage a powerful idea and, through doing that, something beautiful is created. It’s the same way in wrestling. The matches that are most captivating are the ones where it doesn’t feel like the wrestlers are just playing to the crowd, it’s where they are locked in competition and their greatness comes out of that.


Right now, ring strategy is viewed in a pretty limited way. I’ve seen people go ga-ga at the same techniques that have been used for decades. Nothing new about them. It’s just ‘whoa look at the Revival using legwork, they’re just like Arn & Tully!’ That should be the minimum we expect from a wrestler: to have some gameplan that gets them to win. The fact that we don’t is a major reason why, in my mind, wrestling gets short-changed by people who are looking for ‘high Art’.

Part of the reason why is, I think, the difficulty of putting a finger on exactly what a higher-level strategy is. Working the leg is a very clear means to an end, but beyond something like that, what exactly is a ‘good strategic move’? That’s the question I want to tackle here.

To begin with, I’m going to dig into the usual strategic or tactical thinking that pretty much any wrestling fan can pick out. To do that I am going to do some referring to real situations, but for random examples I’ll make use of three nongendered stock characters: Kid Showbusiness who’s the flier, anybody from Lita to Kota Ibushi; Big Mask with the power game, think Beth Phoenix, John Cena, Vader; and Twist Thompson the grappler, your Kurt Angle, Becky Lynch, or Zack Sabre Jr.

You got all that? Great.

Strategy #1 is a sort of non-strategy: random attack. This is just… y’know, hitting your opponent. The guy who really exemplifies this approach is Hirooki Goto. In whatever match he’s in, he just throws whatever he’s got at his opponent, usually trying for as big an impact as he can get away with at the time. This isn’t totally stupid as it’s based on wearing down your opponent on a holistic level. You’ll see top level guys going with this approach a lot against weaker opponents. That’s a time when it makes sense: it establishes that the top guy doesn’t need to do a lot of thinking to beat the lower guy.

This is where your ‘vanilla midget spotfest’ peeps reside on most days. Like I said, though, this is Goto’s style, and Tomorhiro Ishii does it a lot as well. These guys are the ones who will most likely get sneered at as ‘video game wrestlers’. One of the least realistic parts about video games is the life bar system, how an enemy can be killed just as easy by a kick to the leg as by one to the head, depending on how much you’ve taken their life down, and how they’re fully powerful until they’re dead. Random attack styles make matches seem very video-game-y in the worst, most button-mashing sense.

The next stage up is limbwork, and we’ll include working on the back or the neck or whatever as limbs here. You’re doing at least one of two things by working a body part: you’re setting up a bigger move for yourself or you’re slowing the opponent down. As far as conveying a strategy to the audience, limbwork is great because it provides a clear focus. If you work on the leg, we now want to see how that injured leg is going to play into the match. I like limbwork but I feel there’s a whole lot more that can be done strategy-wise in wrestling. My issue with it is that, rather than being thought of as a base for strategy, it’s thought of as the endpoint.

The final usual stage of strategy is avoidance. Most often you’ll see finisher avoidance, pretty common in WWE as closing stretches of matches often include at least one finisher escape. This is meant to show that the escapee is prepared for their opponent, or at least that their style can beat their opponent’s. You can also have some style avoidance, which we saw a little bit of in Cedric Alexander vs Kota Ibushi from the WWE Cruiserweight Classic where Alexander made sure to keep away from Ibushi’s kicks.

One thing that hurts most avoidance in wrestling (especially in current products) is that it’s not used to its fullest, it’s only used as color to set up the bigger move. In Alexander/Ibushi, yes Alexander knew to get away from the kicks but Ibushi did eventually land a kick which begun his road to victory. A more developed strategic sense might have had Alexander totally shut Ibushi’s kicks down and force Ibushi to come up with something different.

That’s where I want to go with these next ideas. Limbwork, avoidance, and attack are all pieces that can be used to develop even more interesting strategies.

One of the areas that does get touched upon is targeting attitude or emotion. Shinsuke Nakamura is a master at this, doing a lot to frustrate his opponents so they’re somewhat off-kilter. What I’d like to see more of is a consistent focus on mental games as a way to win.

Let’s say Big Mask, our power wrestler, is known for their powerful forearm shots. How about if Twist Thompson withstands a few and doesn’t seem fazed? How about if Twist then delivers a big one, and now Big Mask has to think ‘what do I gotta do?’ and that opens up Twist’s opportunity? Then, later down the stretch, where Mask would usually use their forearm, they hesitate and Twist gets to take advantage again. A development like that would be brilliant to see. It capitalizes on Twist getting inside Big Mask’s head and that actually ends up changing the whole match.

Or take an annoying opponent, Kid Showbusiness being the gnat around Big Mask’s breakfast. The Kid gets Big Mask mad to the point that they don’t even try small moves, they’re just throwing their big finish in a blind rage while The Kid dodges it all, or getting Big Mask so aggravated that they forget an injured arm and overstrain it. A wrestler who could really manipulate their opponents in a way beyond just minorly annoying them would be showing a very complex mental game, the sign of a top-level competitor.

It’s all about wrestling styles at the end of the day, though, isn’t it? And sitting close to the top of strategy in wrestling for me is challenging styles. Very often we get the ‘clash of styles’ hype in a match (EVOLVE has built itself on this), especially when it’s between a small flier and a big hitter. I don’t see anyone do much more than acknowledge this, though, and say that ‘the smaller guy has to use his speed while the bigger guy uses his power’. Usually, though, neither person works any different than they would against other people.

Take legwork for example: according to commentary, working the leg is both good against fliers and power, making it seem not a specific strategy. Somewhat who works the leg will usually do it against whoever they face, which is a good focus but it doesn’t really show how they adapt to new and different situations. Here are a couple off the cuff ways to deal with specific styles in a match:

  • vs Kid Showbusiness, aerial: Injuring the legs obviously takes down their speed and jumping power, as does injuring the lower back. Keep the guy away from the ropes and turnbuckles; desperation moves are a great way to sell that you really don’t want the Kid hitting the ropes. Slow the pace down and keep on top of the Kid, even if it’s something simple. There actually shouldn’t be that many throws unless you really grind the Kid down, cause fliers are known for spectacular escapes from powerbombs and suplexes.
  • vs Big Mask, power: Focus attack on the back, neutralize the base of most of their power. Holds will likely be less effective against someone who can power out. Hitting and running is essential, lots of ropework if possible, escaping the ring, even Yakety Sax chases, extending the match to a long time to take advantage of weaker stamina. Look for a big one-shot ‘kill’, a head kick or a head drop or a big splash, so you don’t have to contend with the power.
  • vs Twist Thompson, technician: Injure the arms and hands to decrease their grip strength. Do not close with them unless it’s under your own terms: if you can get behind them, especially. Keep the match moving. Even against a grappler like Zack Sabre Jr who is absurdly quick, enough to match most fliers/speedsters, you’re going to be at a disadvantage if he ever catches you, so make that as difficult as possible. Most likely the path to victory would be finding or opening a weakness and working that to the finish, all while keeping clear of getting grabbed.

As you can see, all three ideas don’t simply focus on limbwork or when to hit, it’s about the mindset. It’s about going in there with the idea to actually defend against everything they might do, not just specific moves but defending against their whole approach.

But a strategy shift would be the pinnacle, the evolution of challenging styles and reading your opponent. Let’s say that, in the middle of a match, Big Mask was simply too injured in the back to keep doing lifts and too winded to run after Kid Showbusiness anymore, so instead Big Mask begins a rope-a-dope strategy, gaining control by forcing the Kid to use less running attacks and by brawling, that would be a phenomenal development.

Like we saw in Omega/Goto, actually executed brilliantly by Omega, there are a lot of times in which someone else’s finisher will be used, the thinking seemingly being ‘well, they’re prepped for my moves but not for my friend’s moves’, but this is a very minor shift in strategy. Omega didn’t do anything different to set up the Styles Clash or Bloody Sunday, he just broke them out when he was desperate. What I’m thinking is if he’d had his ability to do his lifting finishers (from OWA to the Styles Clash) totally taken away and during the finishing stretch he had to go total flippydoo junior, in contrast to how he’d tried to wrestle before, that would have been a massive moment in the match.

I want to say that in bringing up guys like the Revival and Omega I’m not trying to dump on them: both acts and several others I mentioned are great, but they do provide great examples of what we think of as the tops in wrestling right now and where I think that pro wrestling could get to.

When two wrestlers step into the ring across from one another, feeling that they are fully invested in the match is key. As things go on, keeping that level of investment is a big part of what makes the crowd continue to respond to the match. Just like when you’re acting on stage, you want to get as fully into the character you are playing as possible to play it well. Whether you use method acting or simple contemplation to do that, you want to know exactly how to proceed, not just by the words on the page but by how the unsaid notes of the character’s movement, poise, composure, expression.

In wrestling, in the ring, the character that is being played has a lot to do with how they come across in the ring. A wrestler that’s come to win is more engaging than one who’s come to just screw around. If you want to win, you have a gameplan. When that is on full display, two fully developed strategies being pitted against each other, that’s when wrestling is at its best.

It’s supposed to be a game of physical chess. We’ve got the physical part down but chess is a very difficult game to master.

[wpedon id=”566″ align=”center”]
Categories
Blog Critique Non-Fiction

Mass Effect’s Many Distractions

[wpedon id=”566″ align=”center”]

Storytelling in video games is one of the biggest challenges in front of a game developer. A gripping story gives shape and meaning to the obstacles of each stage. What makes video games unique is the participation of the reader, the viewer, the gamer. In a traditional storytelling mode like prose fiction or cinema, we as the audience are just observers in the action. Because we-as-the-audience are actually playing in a video game, we want to feel that our actions have an effect on the story. The Mass Effect series is one of the most ambitious tries at melding storytelling with participation. Yet even in Mass Effect, we’re still mostly observing the plot. False choices abound in the game and, goody-goody or violent bully, the conduct of main character Shepard is pretty much the same. It proves that there are still real conceptual boundaries to how we think about stories being told.

The first Mass Effect game is much different than the later two but they are all in the same genre: pause-and-cover-based shooters with fantasy powers. That basic game gets expanded upon by the roleplaying aspects of the other parts: world-roaming gives new tools and powers to use as well as promising interesting encounters with planted characters, and the cutscenes give the bulk of the story context. The first game’s system of equipment and skill training was simplified in Mass Effect 2 as that game focused on the shooting gallery aspects, downplaying the original long pauses for power usage and its more explorable spaces.

The story being told is an epic science fantasy about humanity and its non-human allies facing down an existential threat from the unfathomable past. Regardless of the method they take to get there, the Mass Effect games deliver that story in a very polished way. That doesn’t mean that the player is involved in the story. Just like in a less-epic action game, the role of the player is primarily to kill the baddies. If the baddies are killed, the story advances. If they aren’t, the story stalls; usually, the player is given enough chances to eventually get the story going again. Mass Effect presents the player with a lot of choices that ultimately have very little effect on the story. The fate of the Council from the first to the second game is a key example: what should be a monumental event has no effect on the situation that unfolds beyond changing a few lines of dialogue. The chances of the Alliance are not significantly better or worse given your decision. You don’t even gain the promise of allegiance or not due to it. As players of Mass Effect we are ultimately just observers being kept happy with a few trinkets.

Mass Effect does provide engaging trinkets to keep our attention. Borrowing from sports games like Madden and the NBA2K series, Mass Effect allows not only player character creation but porting from one game to the next, giving the impression of continuing the same story. Its planetary exploration parts differed from game to game but were interesting diversions. The ability to buy useless items was a nice touch, a way to further personalize the experience (though I don’t believe these items transferred from game to game). Not only this, the Mass Effect games are fairly tight and the action bits reward some attention to the less-action tasks, helping to link everything together. The fact remains that they are trinkets. The problem with trinkets is that they’re a distraction.

I believe that there is a way to more directly marry the gameplay experience with storytelling, so that playing the game can advance the story in significant ways other than the simple success equals advancement equation. Of course, direct game experience is not the only way to tell a great story. As I’ve said, traditional stories have been told for a long time with we-as-the-audience serving as observers only. If that’s the mode that Mass Effect wants to pursue then they should dispense with the false choices like the paragon/renegade system which very rarely has an effect on what you do and never a major one. The story of the games would be much clearer and more exciting without the distractions of trying to be rude enough to get your evil points or laboriously spinning globes and reading mountains for resources. I don’t believe that Mass Effect is particularly well-suited to direct gameplay driving the story; its focus on action combat and insistence on an exposition-heavy story stand too much at odds for them to complement each other. Still, if the idea is to give the player some choice, make at least a few significant. In Mass Effect 2, the ability to remain with Cerberus or rejoin the Alliance would have been a major choice that could have in effect created two unique branching paths with different missions and approaches, even different endgames. Then, at least, a decision made can really alter how the story turns out.

[wpedon id=”566″ align=”center”]