Exploring Forgotten Lands

When I worked at GameStop, once or twice I managed to get a free copy of a game. They were usually promotional copies that were given out at manager’s conferences, the idea being that if you play and enjoy a free game, you’ll generate more sales through the enthusiasm you pass off to customers. I should note that this plan didn’t always work out if the game happened to be terrible.

I acquired several games like this during my few years there but there were a couple that I never got around to playing: Vanguard: Saga of Heroes and EverQuest II. The reason I never installed or played either game was twofold: first, both games came out during the darkest days of my World of WarCraft addiction, so the idea of playing another fantasy-themed MMO was neither appealing nor necessary. Second, both of these games required subscription fees. Even though the discs were free, I’d still have to pay to play; it wasn’t like getting a free Xbox 360 game where I could try it out at no cost to myself beyond time invested. For those reasons, my copies of Vanguard and EQII sat on my game shelf for several years, unopened and gathering dust.

Although I’m cured of my WoW addiction, every so often, I still get this strange, random urge to play an MMO for a little while. When this urge happens, I’ve found that the best way to satiate it, rather than reinstalling WoW is to try out one of the many, many MMOs that I ignored during their release due to the WoW addiction. Sometimes, this doesn’t end well: my brief time with Lord of the Rings: Online was uneventful and plain to the extent that even the promise of being a wizard loremaster wielding a sword and a staff together couldn’t hold my interest. I played for a few hours and then uninstalled the game.

Yesterday, the Vanguard box on my game shelf caught my eye. I’d read somewhere that the game had gone free to play, which meant I could try it out without having to pay anything. What the hell, I figured. I installed the game and made a Dark Elf Sorcerer.

Generally speaking, Vanguard is one of the many casualties that tried to compete with the WoW juggernaut and lost. I’m honestly surprised that there’s still support for it, when better loved MMOs like City of Heroes have been shut down. Maybe that’s the secret to Vanguard’s life-span. It’s not so popular that its maintenance costs outweigh the benefits of keeping it online. Or maybe Sony Online Entertainment (SOE) is just that determined to keep it going.

Coming into an MMO like this years after the fact is a somewhat surreal experience. Unlike returning to WoW, there is no nostalgia filter that colors your every experience. Things feel both new and old at the same time; familiar due to the mechanics that all MMOs now use and yet alien because you’ve never seen this class or this world. There’s also the feeling of stumbling upon something hidden, something that’s been passed over by the rest of the world. There are still people here having fun and enjoying their game. It’s their own little world in a way that the WoW juggernaut can’t be. Everybody knows WoW. Everybody has their Horde or their Alliance experience; you’re not unique or special there.

Playing Vanguard feels like being a virtual-world archaeologist. The mechanics are pure WoW: push button, kill stuff, talk to guy, kill more stuff. The fact that I can play a dark elf is a large draw for me, even though I realize, mechanically speaking, this isn’t really a big game play alteration. I’m a little bit curious to try out some of their other classes, particularly the Necromancer and the Blood Mage. The Blood Mage sounds especially cool: a vampiric sort of healer that restores her party members by siphoning life away from others.

Will I stick with Vanguard for long? Probably not. The reality is that I quit WoW because I was bored of WoW. I was tired of quests, tired of reputation grinds, tired of push-button, kill stuff mechanics. The MMO genre has stagnated into a Pavlovian treadmill: kill stuff to get better stuff that helps you kill more stuff. That was a fun cycle the first three times I ran it, but now I want something else. I want to do more in a virtual world than just kill things. I think back to my time with Ultima Online and how much fun I had playing interior decorator with my own house. I want gameplay that moves in that direction: world simulation instead of just theme-park experiences.

In the meantime, however, exploring Vanguard is an interesting experience. It feels like a forgotten land, not by virtue of its world design, but by the fact that this is a place that few gamers have wandered. There are 10 million+ gamers who know the world of Azeroth. I’ve spent more than my fair share of time there. I know all its lore. I know its conflicts. I know it and I’m bored because I know.

I don’t even know what the world in Vanguard is called and for a person whose two basic motivations in a game are exploration and the story, that’s a strong draw. So I’ll play and I’ll wander and I’ll find my way through a virtual world that few have known or likely ever will know.

Let’s Talk About Video Games!

I’ve been trying to put my thoughts into words regarding the Boston bombing. It seemed like something I should comment on, given how opinionated I am on things and stuff. Not writing about Boston seemed to me like a way of saying that I don’t care about what’s going on, when nothing could be further from the truth.  I’ve realized, however, that I have nothing to say that hasn’t already been said by every person with a decent heart and has been said in greater eloquence than I could hope to achieve. I still believe Rousseau was right; for evidence of that claim, you need only look at any of the pictures of the first responders and those who did what they could on behalf of their fellow human.

I find that in moments of remarkable tragedy, it’s best to cleanse the mind by ranting on something completely trivial. I won’t justify my decision to talk at length about toys beyond that sentence; you’ve been warned.

Let us turn our attention to this sorry example of “game journalism.” The quotes, by the way, are made with the wink-and-nod towards the idea of there actually being any such thing as credible video game journalism in the first place.

Posted on Gaming Illustrated (the definitive source for gaming information?), Mark Adams takes us through an “editorial” about how the PlayStation 3 won the console war. Console wars, if you didn’t click the Wikipedia link, are an invention of marketing that was created in the 90’s to prey on the insecurity of young nerds. In essence, back in ye olden days, young geeks such as myself lacked the necessary capital to procure more than one video game console (the capital of which I speak is the willingness of our parents to make even one such expensive purchase, usually for Christmas). Simply put, you can’t get both video game systems available that holiday season (  or, god forbid, all three).

Thus, while a great deal of my youth was spent playing video games, an equal or greater amount of time was spent rationalizing my decision to myself and to my friends. The idea that I wasn’t playing the best video games on the best video game system was such an anathema that I literally stopped being friends with a kid over the vehemence of “Nintendo vs. Sega.” After all, what could be worse than realizing that the toy had was inferior to somebody else’s toy? I had to be secure in the knowledge that I was playing the very best games and that there were no games of redeeming quality on that other system.

Although, holy shit, you guys, did you ever play Jurassic Park for the Sega Genesis? YOU COULD PLAY AS A FUCKING VELOCIRAPTOR AND IT WAS SO COOL. That sole fact was the source of many of my darkest boyhood memories, because the Nintendo version was lame in comparison to that singular fact. Other than that, however, Mario and Donkey Kong made the Super Nintendo pretty fun and I enjoyed what I had.

Anyway, let’s go back to Mark Adams and his “PS3 RULES!!!1” article. I went back to the article just now to pull out some quotes to illustrate my next point, but literally every single sentence proves my next point. It’s almost impossible to choose. Here, look:

Quality is always far more important than quantity, and with Sony’s approach to quality software, it has left gamers with a mind-blowing choice of top-notch games that will suit everybody’s taste. Even as this generation comes to a close, Sony and developers writing for the machine are pushing out titles that are proving that there is still plenty of life left in the system.

Does that actually sound like something written by a real person? Note that I am defining a real person as “one whose paychecks are not signed by Sony Corp.”

Another quote:

Also on a cost versus cost basis of each console, many people see Sony’s machine as the perfect choice because of its huge hard-drive, great game library, free internet access and so much more. In some territories there are also various coloured consoles available, which of course attract more customers.

Some territories? Who uses language like this other than opinionated jerks like myself with WordPress blogs? I doubt most actual people are aware of such nebulous concepts as “territories” when it comes to consumer electronics. Certainly, there’s a vague understanding that a video game bought in Japan probably won’t play on a system purchased in the United States, but you’re never going to hear discussion about “territories” or the performance of NTSC compared to PAL.

Last quote, before I get in trouble for reproducing the entire article:

Thankfully, Sony did not mess too much with the controller either. The PS3 Dualshock controller still remains a favorite with gamers, with its perfectly formed shape to enable hours of endless gameplay.

This brings me to the crux of my argument. How is it that we are living in a world where this obvious corporate press release is being presented as a fair editorial review of a consumer electronic? This isn’t the kind of language that exists in the real world. You’re only going to encounter it if you’re unlucky enough to work in Marketing or if you’re sitting in the board room deciding how best to leverage the message of robust brand identity. Or if you’re reading Dilbert in the Funnies section. Does anybody still read Dilbert? (I won’t even ask about the newspaper, I already know the answer).

Okay, I lied. One more quote:

There are territories where the PlayStation 3 is not doing as well as the Xbox 360. However, even in these areas the PS3 is selling extremely well. Around the World, the PlayStation brand is as popular as it has ever been, and the success of the PlayStation 3 has shown that you just cannot keep a good console down if the games are there that players want to play.

There’s that strange reference to “territories” again. One other note: I don’t care if Games Illustrated is an actual video game blog or a Sony puppet, please do not  support the erosion of persuasive writing by paying people to write sentences like “there are territories where it is not doing well. However, even in these areas it is doing extremely well.” My god, man, you’re supposed to be a professional. A professional what, I’m not quite certain, but a professional nonetheless. Why are we seeing sentence structure that would lose points on a freshman composition assignment?

That brings us to the end of the article and the comments section which is filled with the typical mind-numbing baying of hungry young pups. Peruse that section at your own risk.

There are two things that make this whole thing kind of pathetic. The first is the obvious corporate shill job that’s being passed off as “journalism.” I think I’ve already made my case on that point. The second issue, however, is the one I alluded to above in regards to the “console war.” How is this is still a thing? How is it that there is still a perception of “brand loyalty” and “sides in a war” over toys that are all being produced by massive, multinational corporations? It’s completely ridiculous to turn console sales into some kind of competition with “winners” and “losers” and “my side, your side” bullshit. You know what matters to the companies? Profit margin. Bottom line. CASH MONEY. Certainly, selling more things than your major competitor who is also selling similar things is important, but to call it a war? Let’s try to keep it in perspective here.

Back in the day, I remember being very concerned about proving that the SNES was better than the Sega Genesis. This is because at the time, I was eight. Now that I’m just a little bit older, the entire thing is so very silly. I’ll buy as many or as few of the goddamn toys as I so desire. I didn’t get a PS3 this time around not because of some brand loyalty to the Xbox, but because the goddamn thing was 600 dollars at the time and that’s ridiculous. Whatever. At this point, I’m going to rationalize my decision not by whether or not my toy is as cool as somebody else’s toy, but “was this a good purchase for me” and “can I still afford my rent?”

I would say that this is the mark of adulthood, except that I know people for whom the value and newness of their car vs. the cars of other people is of the utmost concern, so maybe never mind.

It’s like watching the really hardcore sports fanatics talk about “them and us” when it comes to their hated and beloved teams respectively. The only thing that makes sports fans even remotely understandable is that at least the team you profess to love is based in your home city or state. You’d want them to do well on behalf of your home, right?

Unless we’re talking about Yankees fans who live in Arizona, or whatever. Then I’m back to having no idea.

More About Tombs And The Raiding Thereof

Still working my way through the new Tomb Raider. Actually, that’s not an accurate description; it would be more apt to say that I am savoring my way through this game. I’m taking it slowly, playing only a few hours each day. This is not because the game does not hold my interest and is in every way analogous to not wanting to finish your favorite book, because then the story is over. I’ve never had this happen to me before.

Usually, when a game hooks me, I’m in a rush to play it, to get through it, to just immerse myself in it the way a more sane person might take an immersion bath or something. Otherwise, the game is enjoyable but not all-consuming, and so I take my time with the game at a leisurely pace unaffected by overwhelming affection. Or I take my time because the game is fucking Skyrim and you can play every day for six months and still have things to do. Ahem.

Tomb Raider has created a new paradigm; a game so engaging that I’m forcing myself to not play it to draw out the experience. The other thing that’s very interesting to me about this game is the level of identification I’m feeling towards this incarnation of Lara Croft. There are a few reasons why this is cause for reflection.

I make no secret about the fact that, when given a choice, I tend to play female characters more often than male characters. Although this is not a universal tendency, if you would look back at my recent playing list, it would look something like this:

  • Fable III: Female Character (you don’t really get to specify your character more than that)
  • Kingdoms of Amalur: Reckoning: Female Dark Elf Archmage
  • Skyrim: Male Dark Elf Archmage
  • Mass Effect 3: Male Commander Shepard (this was a continuation of the saved character I began back in Mass Effect 1 when it was released in 2007).
  • Dragon Age 2: Female Mage Hawke
  • Divinity 2: Female Dragon Knight
  • World of WarCraft: Female Blood Elf Paladin, Female Night Elf Druid, Female Night Elf Priest, Female Draenei Hunter, Male Undead Warlock

Looking at that list is personally revealing in several other ways as well, namely that I also tend to like dark elves and mages of one sort or another.

Anyway, you get the idea. Skyrim is really the only game where I never had a female character, not counting Mass Effect 3, which imported your earlier save game. Otherwise, I tend to create female protagonists when given the option. This tendency extends outside of games, as well: the protagonists for both of the novels I’m working on at the moment are female as well. My superficial theory is that this has something to do with the fact that most protagonists are male anyway, so this is my small effort towards balancing things out.

However, I’ve never really taken the time to perform an in-depth psychoanalysis of why I do this. I know that the stereotyped answer for a man playing a woman in a game is the tired “if I’m going to stare at a butt for twenty hours, I want it to be a nice butt.” That one is so tired, I think it’s actually deceased. It was a product of its time, back when most players (for better or worse) assumed that you played a character that matched your real-life gender. Anybody that did otherwise was an aberration in the nascent online gaming culture.

I don’t think it’s about titillation via pixels at this point.  I had to go digging for it, but I think this post from Tycho of Penny Arcade really sum up my own feelings about why a male player would prefer a female character:

I’ve made it pretty clear that I tend to play women in Bioware games . . . It reminds me of when I first saw Samus Aran’s face in Metroid: Prime, my face, flashed inside the visor, saw my eyes, which were her eyes, blinking at the brightness.  These are truly alien experiences for me, and I’m exposed to them and enriched by them because I didn’t have to fill out some questionnaire before playing the game to make it aware of my sacred boundaries.

Now, here’s why I’m particular interested in my personal reactions towards inhabiting the character of Lara Croft. For one thing, she’s a gaming icon; up there in the ranks of the Video Game Pantheon with Mario, Donkey Kong, Pac-Man, etc. She’s not my character in the same sense that I customized and personalized the various characters in the games I listed above. Usually, I don’t forge the same connection if I haven’t been able to define the character in some way; I loved Halo 4, but I never really felt like I “was” the Master Chief, merely that I was along for the ride.

Consider this remark made by Ron Rosenberg, executive producer for the new Tomb Raider:

“When people play Lara, they don’t really project themselves into the character,” Rosenberg told me at E3 last week when I asked if it was difficult to develop for a female protagonist.

“They’re more like ‘I want to protect her.’ There’s this sort of dynamic of ‘I’m going to this adventure with her and trying to protect her.'”

That comment sparked a lot of discussion about the nature of gender roles in gaming, a discussion that really needs to keep happening, but that’s not the point I’m getting at here. The point is that I went into Tomb Raider fully expecting to feel the way Rosenberg explained I would feel: that I wouldn’t really be projecting myself into the character, I’d be trying to protect her, etc. And indeed, if you look at my previous post, I definitely thought I was going to have that “protective” vibe going on.

But as I actually started working my way through the game? I didn’t want to protect Lara, because I saw her as myself. I became her. I stepped into her role and her perspective and subsumed myself in her character. Her fears were my fears. The interesting thing about this immersion was that it wasn’t simply “oh, there’s me, but now I’m a hot chick with a bow and I’m fighting for my life.” It’s not simply an aesthetic thing; if it had been, we’d still be back at the “looking at hot butts” mentality.

Male privilege is one of those things we (males) don’t like to talk about. In fact, my particular demographic (middle class straight white male) doesn’t like to talk about the p-word at all. Confronted by the word privilege, it seems we are destined to retreat from it like a vampire exposed to sunlight, misconstrue it and argue foolishly, or simply bury our heads in the sand and say la la la, can’t hear you.

Privilege is a real thing and it’s a pernicious thing, not because those that have it are morally bankrupt (although some of us are that, too) but because it’s the result of a society that is not not egalitarian towards all of its peoples. Male privilege is, I think, the reason why Rosenberg feels that male gamers will want to “protect” Lara, even those she is the hardened survivor (eventually) with the gun and the climbing axe and the survival instincts and I’m a geek with myopia who works in a library and writes a blog post about video games. Let’s face it: she’s the one who should be protecting me.

Male privilege means that rape isn’t something I spend a lot of time worrying about. Now, don’t get me wrong, I fully acknowledge that male rape is a real and awful thing. However, it’s slightly less of a problem than female rape, considering the fact that roughly 91% of rape victims are female and 99% of rapists are male, according to the Bureau of Justice. That’s just a little bit unbalanced, in my opinion.

I’ve heard mutterings on various posts and things about there being an attempted rape scene in Tomb Raider. I don’t know the specifics, so I’m not sure if that’s a scene that is coming up or it already happened, like in the scene when the guy choked me to death six times before I blew his head off. What I do know is that in the first few hours of Tomb Raider, I was fully immersed in Lara’s character and I was deeply, painfully aware of the fact that I was a woman alone and unarmed on an island filled with brutal men who very much wanted to visit harm upon me. I don’t think I’m projecting some latent personal insecurity here when I say that the early atmosphere in Tomb Raider is one of fear. Part of that fear was that I didn’t know what the crazed men were going to do to me if they caught me. Were they trying to kill me or capture me? If they captured me, what would they do to me?

These were the thoughts that went through my head. It wasn’t that Lara was an extension of me. It is more accurate to say that I became part of her. I was drawn into her world and her struggle in the way that only the very best fiction can do, except that unlike in fiction, I have agency in the story. I can see what happens when I fail.

Lara’s transformation from victim to survivor is powerful. I’m halfway through the game at this point and at this point, Lara is cut and bruised and burned and bloody from countless injuries and attacks. And she keeps pressing on, keeps fighting, keeps struggling to survive. She’s come into her power at this point and more than once, the thugs who once hunted her and instilled such fear are now afraid of her.

It’s a story about empowerment and I’ve been immersed in it every step of the way. Because, at least for the duration of this story, she’s me and I’m her and because of this, I’ve been able to experience her journey in a way that no other medium could ever hope to achieve.

Tomb Raiding

I picked up the new Tomb Raider game this evening. I’m only a short way into the game, but it’s unlike everything I’ve ever played. It’s raw. It’s emotional. I don’t know how to describe it, but I want to try. Minor spoiler warning if you haven’t played the game, although the scene I’m going to talk about happens pretty early on.

There’s this thing that’s pretty common in fiction: the cathartic response. I’m not sure if this is a stereotypical male thing or not (probably is), but there’s something in particular that always gets to me; it’s the scene where the female character is in trouble. She’s fallen into the serial killer’s lair or she’s been ambushed or disarmed or she’s been hunted. It doesn’t matter what the genre is or even the medium. The point is that she’s in trouble and the consequences if she doesn’t a)get rescued or b)self-rescue are dire. I watch (or read or play) enduring the increasing tension until the climatic moment arrives and the hero busts in or (more satisfyingly, in my opinion) she turns the tables on the antagonist. Now the creep is the one that’s in trouble.

And always, always no matter the circumstances or the characters or the situation, I’m in the mood for some “avenging angel” type stuff. I want the protagonist to put two rounds into the creep’s head. I want to see the monster suffer for what he has wrought. I feel good when it happens. I feel pleased that justice (or vengeance) has been doled out. Later, I’ll wonder what that says about my own psyche and I’ll fret about some latent bloodthirstiness or whatever, but at the moment? I’m glad.

Bringing things back to Tomb Raider now; there’s a scene very early on where Lara is in, as they say, deep shit. Her hands are bound and she’s scurrying from shadow to shadow trying to stay one step ahead of these monstrous thugs, all of them armed and all of them huge in comparison to her slender frame. And then you get to a moment where she’s hiding, looking away as one guy in particular moves past her, and then the fucker just turns and eyeballs her. Got you, he (probably) says. He’s speaking Russian without subtitles, so I have no idea. Maybe he says something even worse.

I’ve played a lot of games, I know what happens next. Struggle time, right? I’m ready for this; she’ll knee him or something and it’ll be fine. Except that it wasn’t fine. I missed a crucial moment, didn’t react quickly enough and he chokes her to death. And it’s horrible. It’s horrible enough that when I reload and try again, I fumble even though I know it’s coming. And again, he chokes her to death.

It takes me six tries. On the fifth try, I pull off the proper command and she knees him in the groin and he staggers away. I’m so enthused by this that I miss the follow-up; he grabs her again and chokes her to death anyway.

On the seventh try, I’m ready. I’m pumped. I’m ready to pull this shit off because I want to kill this asshole. I’ve watched him choke the life out of Lara six times now. Each time he laughs and my screen goes black, I’m that much more involved. I can’t wait to get this right and visit some virtual bullet vengeance upon this fucker.

Seventh try: I pull it off. Both commands are executed flawlessly; Lara knees the guy (twice) and gets the gun away from him. Then there’s the struggle for the gun and Lara tries to push the gun towards him. And then bang. The gun goes off. The top of the guy’s head explodes. He slumps to the ground, gurgling and twitching. Lara is covered in blood that isn’t hers, but damn it, she’s alive and he’s dead. The helpless damsel isn’t. Nine millimeters of justice has been visited upon the deserving. I expect to feel that moment of rightful vengeance and satisfaction.

I don’t feel that.

I’m not glad about any of this. I’m sad that this happened. I’m emotionally wrecked. I’m watching as Lara breaks down, because this early in the game, this is the first human she’s ever killed. This is the death of her innocence. This is the moment when the game goes from “Woman vs. Wild” to “Woman vs. Evil.” This isn’t the glamorous violence so common in fiction. This isn’t sexy or exciting or satisfying. It’s ugly and it’s brutal and it’s awful. Most of all it feels real.

I’m not prepared for how realistic my own reaction is; numb, horrified, relieved, saddened. I don’t feel glad about any of this. I just want to keep going, keep moving.

As Lara pulls herself back together and moves on, I find myself contemplating the entire experience. I’ve played a lot of video games and consumed a lot of fiction. I believe in the power of stories. I thought I’d seen it all but somehow, this feels different.

It feels important. It feels powerful.

I don’t know what it all means. I just know that I had to share it with somebody.

Zerglings Have Feelings, Too

I love this parody campaign from PETA reminding us to treat all living things with compassion, even the zerglings. For the record, yes, Zerg is my favorite race to play as in StarCraft,

Seriously, though, who can resist this adorable little guy?

Image

Although PETA tends to go off its meds, so to speak, overall, I consider their mission of opposing animal cruelty to be a worthy one. The horrors of factory farm were one of the primary motivations that encouraged me to become a vegetarian seven years ago. I particularly like this quote, explaining the motivation for a fictional campaign against fictional cruelty against a fictional being:

So remember, while Zerglings are not real, there are many equally “strange” and exotic animals we share this planet with who deserve our empathy. Just because crocodiles and snakes look alien to us, that doesn’t make it OK to skin them alive for a handbag, shoes, or a belt.

It’s something to keep in mind. Maize and Morrigan are my two pet snakes and they are every bit as dear to me as your dog or cat is to you. I can tell you that it’s just as upsetting to see your handbag made out of the skin of one of my favorite animals as it would be for you to see me in a coat made from puppy-fur.

Just something to keep in mind. Also, in case it’s not obvious, I don’t own a coat made from puppies. That would be wrong. Also, it would be impractical since I live in the desert.