Games What are you playing? (Read 140672 times)

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strange game. it claims to have a lot going on under the hood stylistically/thematically, but you play it for a while and it's really just another pretty brainless, tiresome sandbox game without a lot of particularly rewarding stuff to do or things happening. it's kinda sad. the game desperately wants to be a slightly objective criticism of the way games work and the way we percieve this sort of thing, but what ultimately happens is that the game doesn't really go into areas fundamentally different from your standard call of duty game, meaning that you aren't going to really get anything from this deliberately awful depiction of human cruelty than one that does so out of its own obliviousness. the whole game is about showing rather identical levels of murder and destruction that you see in every other game, but not attempting to cover up those problems with stuff like ITS OK YOU'RE A MARINE or HEY THEY WERE ZOMBIES IT'S COOL, you see this stuff for what it is and how much it breeds unhealthy ways of thinking. that's in the ballpark of a neat idea i guess, but i think we're inadvertently there already, a lot of games are so unconvincing in their narratives that it's pretty easy to get sidetracked and see this objectively. i don't think we needed this much help. that this is pretty much all the game has going for it made it rather underwhelming.
 
In the article you linked the guy being interviewed seems to view stories in games as duct tape used to cover up logical deficiencies caused by the gameplay, but gameplay always tends to round itself out within its own logical system where action-reaction, cost-reward systems carry along momentum pretty well devoid of exterior narrative coherency. So yeah I think you're right, putting the narrative at odds with the gameplay as a way of fully displaying the ugliness of these games is kind of bunk because the gameplay has a self-sustaining consistency anyway no matter what narrative gets applied. And using this exact kind of violent gameplay to explore and diminish violent gameplay is too convenient, like advertising that goes after the common cliches of advertising in order to mock itself and sarcastically make its claims, I don't think anything great is going on in these sorts of processes.
 
I assume the difference between spec ops and Farcry is a qualitative change in content and not just metaphorical character which is supposed to exorcise the content of its banality.
 
The GTA series has always been a fairly self-aware parody of crime culture, and American culture in general, but I do think the latest game stands out particularly in how far it's pushing that angle. Like you mentioned, the 3 main characters are basically walking trope criminals, the bitter white retired bank robber going through a mid-life crisis, the baller from the hood boosting cars and dreaming big, and the psychopath with a troubled childhood who's just sooooo craaaazzyyyy. Unfortunately I don't think the game is particularly sharp or clever in it's commentary, it just comes off as kind of dumb and parroting instead of actually interesting. Everything in the game is just a parody or reference to something with no bite behind it - it's basically just going "haha look how shallow and hypocritical this aspect of American culture is" which by itself is pretty boring.
 
This is exactly right, everything is a walking odd man against your straight man, it's a completely juvenile picture of the world as everything being stupider than you. Just directionless cynicism.
 
I went back to Balled of Gay Tony to remind myself of these games and the way they transmute real human action into the game world is completely bizarre, like you press a complex web of buttons to drink champagne and then spray it around and dance, the blunt translation of these delicate human affairs is like a sea lion slapping its fins against a piano. The internet in GT4 met with all this fanfare on review sites but it's just an inexplicable collection of images and text, like of course it is, what else could it be? As if the GTA world is finally coming alive and now it possesses the final dimension.
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yeah like ragnar said (or Zizek. Or Hundley. Or Wittgenstein...) a game that parodies/criticizes violent videogames and culture WHILE being the unapologetic, gloriously polished holy temple and theme park of violence in of itself?? Hah hah, man i don't... i don't think i can handle this level of critical thought any longer *pisses to leg, interesting fractals piss patterns forms into the military pants* 
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I never played a GTA and it never occurred to me that there's any parody involved. going by these comments and my own impressions, I assume it's not really effectively parody, more of a dumb "LOL...WE KNOW!!" that sorta serves as an excuse or apology to anyone conscious enough to realize they're enjoying a game that's all about glorifying violence and a fantastic impression of crime.
 
going by the trailer they play on TV, it looks like in this game you get to play an honest to goodness badass doing epic manly boss crime fantasy bullshit. parody can't salvage that
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I assume the difference between spec ops and Farcry is a qualitative change in content and not just metaphorical character which is supposed to exorcise the content of its banality.
yeah, i generally thought so. i think beyond everything else, the main difference is the way the games acknowledge your behavior and the way the narrative gives you feedback about what you've done. in far cry 3 there isn't really a ton of useful or informative feedback outside of one of your friends occasionally saying YOU'VE CHANGED or the main character saying something slightly gross contextually. i did just play the first half, so i may not be giving the game sufficient credit in this department, but when i gave up on the game there wasn't any genuine conflict beyond that which you really see in something like call of duty: the main character going on some gross, unproductive killing spree, with no nagative consequence. certainly i found it gross, but no more gross than any of those other games, which is why i didn't find the experience singular enough to keep playing it. that the game is a sandbox game with a lot of mundane stuff to do doesn't really help matters, as there's no value to doing any of that, short of leveling up and making your murders a bit easier. i got the feeling that the game's writer had some larger metaphoric intent with that, but it was completely lost on me as an unnecessary component of an already uneventful narrative. i guess ultimately it was there just as another reward system in a game that shouldn't have had more reward systems, but i didn't find more repulsive things happening to have much of a useful cumulative effect beyond just making the game more unpleasant to play over time. that's kinda the point, sure, but it's the same reason why i don't like playing call of duty. i have a difficult time saying we need more of that sort of thing, nearly verbatim no less.

in some ways spec ops: the line is still a rather similar game, but the narrative is a lot less passive in how it responds to what you do in the game. it's without a lot of useless distractions, and the game systematically goes about showing how everything you've done in the game is terrible. far cry 3 kinda glosses over the enemies of the game for the most part, as they're all mindless predators in one way or another and easily justified internally as self-defense, but over the course of the line you see that the player character is the predator, and you're made acutely aware that absolutely everything you've done in the game was unnecessary and without positive benefit. i find this a whole lot more interesting. i've never really played a game quite like this, where the whole function of the narrative is to go about systematically frowning on you even playing the game at all, hence my giving it probably a little bit more credit than it deserves. there's no real reward to anything you've done, everybody hates you, and there's nothing you can really do to get the traditional levels of internal game satisfaction. the whole thing is still rather heavy-handed, and it's still rather depressing how spec ops the line has more value/function in the context of videogame storytelling being deplorable, but it is nice that we're starting to see more games where the function of the narrative isn't to just tell the player how great they are for completing its arbitrary tasks, where there exists legitimately harsh consequence for normally brainless videogame behavior.

it is the same game in a sense, with both games being explorations of the misery of armed conflict, the point of both ultimately being that the player character is wrong to have gone about it this way. but spec ops the line is compelling for its rather active feedback alone, doing a rather good job of showing you the horrors you have perpetuated amidst your naively good intentions. far cry 3, lacking this, just doesn't feel substantially different from the experience a sane person could have objectively playing call of duty.
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I've not played Spec Ops: The Line or GTAV so I'm commenting purely on second-hand information about both, but here's some thoughts that I guess those who have played them can say more on.  What I've heard about Spec Ops from some friends who played it is that even though it does the "these things you did were bad", the message is kind of lost in a game where you have no choice but to do them.  Like, it's weird to feel guilty about actions you had no control over?  "You shouldn't have done that thing..."  How, by not playing at all?  It seems weird to criticize actions that the player doesn't actually have a say in.  As for GTAV, my general impression of GTA games as parody/commentary in general has always been like someone making really racist jokes then going "no but it's a PARODY of racism" when it's like "you're doing the exact same thing as real racism though there is no meaningful distinction here".  Like, if players are still being rewarded for beating a woman on the street to death, I don't think it matters that it's going "games sure are violence-obsessed huh?"  I mean I think Saints Row 3 at least made a better attempt at this because it was SO over the top and unreal.  Sure, you'd kill a woman on the street, but typically it was because you were driving a pixel art tank down that street.  And even then I think that only goes so far, because this is still the same game where you load up a bunch of abused sex workers like cattle and decide whether to sell them back or keep them.  Ultimately I don't think there's a point to that sort of "look at the state of things now" if the way you go about pointing it out is to do the same things as the thing you're doing commentary on and then not inspire any change.  Is GTAV going to encourage less focus on violence in games?  Is it going to make gamers see how bad these actions are?  I'm gonna doubt it.  SR3 isn't either, even if it's closer.  They're both still encouraging the same bad actions.  That's not criticism, that's just doing the same thing you've always been doing while pretending you're somehow progressive for doing it.
 
That was a whole lot of words to just say
 
a game that parodies/criticizes violent videogames and culture WHILE being the unapologetic, gloriously polished holy temple and theme park of violence in of itself?? Hah hah, man i don't... i don't think i can handle this level of critical thought any longer *pisses to leg, interesting fractals piss patterns forms into the military pants* 
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Quote
The GTA series has always been a fairly self-aware parody of crime culture, and American culture in general, but I do think the latest game stands out particularly in how far it's pushing that angle. Like you mentioned, the 3 main characters are basically walking trope criminals, the bitter white retired bank robber going through a mid-life crisis, the baller from the hood boosting cars and dreaming big, and the psychopath with a troubled childhood who's just sooooo craaaazzyyyy. Unfortunately I don't think the game is particularly sharp or clever in it's commentary, it just comes off as kind of dumb and parroting instead of actually interesting. Everything in the game is just a parody or reference to something with no bite behind it - it's basically just going "haha look how shallow and hypocritical this aspect of American culture is" which by itself is pretty boring
 
Yeah idk I guess I am just really surprised since I assumed something like say... Saints Row was just the goofy alternative while GTA was the straight and narrow safe bet when all along they've just been doing these games for the sake of criminal escapism (no one wants to be the cops) and everything else being a big joke. I watched this http://www.theguardian.com/technology/video/2013/sep/15/making-grand-theft-auto-video the other day and found it interesting from the standpoint of how primitive GTA 1 was in concept. I kinda think about the enjoyment people have by breaking the law in a video game where to me it is just "trigger enemy NPCs to go after you". I guess in the end GTA V is still entertaining enough to keep my attention but I don't really get into the whole "heh beating up hookers is fun" that a lot of people like to do?
 
im really hoping for a popular shooter game that has you killing nazi american foreign soldiers like rambo only all of the sudden you are stripped of your abilities and become a survival war-horror protagonist and the game is just filled with a lot of crying and misery. then you finally hide out in some poor village and spend several game hours being harvest moon man until you grow old and die or get shoot up by your own soldiers or something. i am all for rewarding gamers with depression and doing bait and switch marketing.
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so GTA is family guy basically can I just assume this and go on with my life
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snyp
Last Edit: September 24, 2013, 08:05:46 pm by barret's esophagus
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so GTA is family guy basically can I just assume this and go on with my life
 
yeah
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I've not played Spec Ops: The Line or GTAV so I'm commenting purely on second-hand information about both, but here's some thoughts that I guess those who have played them can say more on.  What I've heard about Spec Ops from some friends who played it is that even though it does the "these things you did were bad", the message is kind of lost in a game where you have no choice but to do them.  Like, it's weird to feel guilty about actions you had no control over?  "You shouldn't have done that thing..."  How, by not playing at all?  It seems weird to criticize actions that the player doesn't actually have a say in.
i don't see how the lack of a happy ending choice diminsihes what this shows about life and military conflict. there are definitely choices in spec ops: the line, but invariably all of them are just lesser of two evils choices, it really comes down to a lack of a real happy ending choice. the whole story is a literal nightmare situation where there's just nothing you can do to make this terrible circumstance right, which is a real-life concept that people should probably become a little more intimately acquainted with. the whole "we were just following orders" phenomenon is one of the central themes of the game, so it'd be a legitimate cop-out to provide a way to resolve these conflicts with the basic dignity of the main characters intact. that's kinda the best way to really convey that effectively.

just talking about spec ops though, not gta. i don't think rockstar has their heads screwed on right.
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Sometimes they do, hit or miss. Like red dead redemption for instance is really good.

I'm not sure how gta is gamewise or not but my brother and all his friends love it. They love call of duty black ops 2 too though. I don't take games too seriously anymore anyways I dunno what some people here are expecting out of the videogame industry its not like its full of huxleys or orwells.

Ragnar if you want your sims you can play tennis in it........tennis is non-violent....

Has anyone played "the last of us" yet? That ones pretty damn cool.
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If I wanted to play morrowind would it be better to use one of those mods with oblivion or skyrim to spruce it up or just play the original? I got oblivion on my computer but skyrim on my ps3.


Speaking of which.....MOTHA-----------------------FUCKIN--------------------------BATTLETROLLS

I really like the expansions so far
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I've not played Spec Ops: The Line or GTAV so I'm commenting purely on second-hand information about both, but here's some thoughts that I guess those who have played them can say more on.  What I've heard about Spec Ops from some friends who played it is that even though it does the "these things you did were bad", the message is kind of lost in a game where you have no choice but to do them.  Like, it's weird to feel guilty about actions you had no control over?  "You shouldn't have done that thing..."  How, by not playing at all?  It seems weird to criticize actions that the player doesn't actually have a say in.
i don't see how the lack of a happy ending choice diminsihes what this shows about life and military conflict. there are definitely choices in spec ops: the line, but invariably all of them are just lesser of two evils choices, it really comes down to a lack of a real happy ending choice. the whole story is a literal nightmare situation where there's just nothing you can do to make this terrible circumstance right, which is a real-life concept that people should probably become a little more intimately acquainted with. the whole "we were just following orders" phenomenon is one of the central themes of the game, so it'd be a legitimate cop-out to provide a way to resolve these conflicts with the basic dignity of the main characters intact. that's kinda the best way to really convey that effectively.

just talking about spec ops though, not gta. i don't think rockstar has their heads screwed on right.
Ah see this makes sense.  I definitely wasn't advocating for a happy choice, but I was under the impression that there weren't a lot of actual choices in the game.  If the game forces you to do something terrible then berates you for it that would be pretty dang stupid and not make any sort of point.  I can't really argue anything else since I haven't played it myself, but yeah from the talk I had seen about it it sounded like there wasn't much choice at all in those matters and then the game is like LOOK AT THIS BAD THING YOU DID, but maybe that's not the case then.
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Still playing the original Fallout. I just killed the problem causing radscorpians for the Shady Sands town. 6 'in game' days have gone by and the clock is ticking on the main quest. I have 144 days to go, but I don't have any idea how far I need to go to get the damn thing. (water chip so the people at the vault I came from don't die of thirst I mean)
Last Edit: September 24, 2013, 03:11:27 am by Warped655
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If the game forces you to do something terrible then berates you for it that would be pretty dang stupid and not make any sort of point.
well no, it does more or less do that throughout the entire game, i just don't think that automatically negates the point. *spoilers* there is a part where the game forces you to indiscriminately fire white phosphorus at some perceived foe, and the next scene is a section where you go out there to see what you've done and you see everybody melting, including 75 or so civilians that, unbeknownst to you, happened to be there. it's a really horrifying scene, probably one of the most upsetting things i've seen in a videogame, but it depicts the sheer brutality of violence as clearly as i've ever seen the medium do it. you can take a look at the scene here, though it has a lot more weight contextually, with the main characters spending the whole game talking up their great intentions and there otherwise not being very much negative feedback for the senseless murder you're committing.

so yeah, in this game there's no choice for the big stuff you do and the game recognizes you as a monster for doing all of it, but that's where the strength of the point comes from i think. this game would have been pretty terrible and without a lot to say if it had offered choices for these major atrocities it has you commit.
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I get what you're saying. Like you're following a linear storyline and trying to stop some great catastrophe or beat the baddy and you unwittingly murder alot of innocent people in horrible ways trying to do so. Your character feels horrible for it and is rightfully ridiculed for it but is ultimately unable to avoid it which is a really good way to present a war-like environment. I wanna play that now.

It sounds kinda like parts of homeland where the soldier guy gets caught as a pow in an alqueda like camp and gets nursed to health and shown that the people there are trying to live and get by outside of their customary fucked up govt. Their leader gets the soldier to teach his son english and then he gets attached to the kid and a drone drops a missle on the town and murders almost everyone. Its kind of a rough comparison but stuff like that is pretty cool.
Last Edit: September 24, 2013, 03:05:01 pm by Mope
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i have to wonder how much you can do to make a point if the player is given a lot of freedom. A typical playthrough of GTA I will gun down several gangsters and police officers just doing their job then next thing i know im helping out some guy who got his motorcycle stolen...... for free... I guess if we were to analyse based on player action, the character would most likely be morally random.
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yeah which is why I miss linear games so much. They could really apply more principal and storyline through making some linear ones but that would take more effort into the actual storytelling which very few of anything rarely has.
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I think the intended message is ultimately "For enjoying/playing war simulating shooters, you are a terrible person. Repent." or at least "Companies that produce these games need to be stopped and you are terrible for encouraging them."
 
But what I get from the story at face value itself is "This guy intended to do good, but made the situation worse exponentially by getting involved, thus he is a terrible person. Never get involved."
 
Both are view points I oppose. I don't think buying/playing/enjoying a violence focused video game makes you a bad person, and I don't agree with condemning a man for making things worse if he authentically wanted to make things better. Though I admire the developers for making a point in a video game at all.
 
As for forcing the player to commit atrocities in the first place to continue through the game I think that it actually undercuts the point if they are really trying to say the PLAYER rather than say the character is the bad guy.
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I think the intended message is ultimately "For enjoying/playing war simulating shooters, you are a terrible person. Repent." or at least "Companies that produce these games need to be stopped and you are terrible for encouraging them."
 
But what I get from the story at face value itself is "This guy intended to do good, but made the situation worse exponentially by getting involved, thus he is a terrible person. Never get involved."
 
Both are view points I oppose. I don't think buying/playing/enjoying a violence focused video game makes you a bad person, and I don't agree with condemning a man for making things worse if he authentically wanted to make things better. Though I admire the developers for making a point in a video game at all.

As for forcing the player to commit atrocities in the first place to continue through the game I think that it actually undercuts the point if they are really trying to say the PLAYER rather than say the character is the bad guy.
i don't really think this is what spec ops: the line is about. it can certainly have the function of people rethinking what they're getting out of these terrible war shooters, how truthful those experiences are, but i have a difficult time accepting that it's just outright criticism of people who enjoy shooters, with little going on beyond that. although i kinda live in a fantasy world where stories have more valuable functions than insular critiques of their own lousy mediums, so i was kinda clinging to "this is what war is actually like" as what the game was really about. that definitely still makes the game generally a reaction to other games(which is somewhat lame), but i was hoping it was ultimately less of a you-are-awful-for-playing-shooters thing, more of a reasonably earnest attempt to destroy the mythos of the contemporary war hero. i think there is a difference, but that might just be me.

i just don't see the venom towards the player specifically, and don't remember ever having seen a game with that much sheer animosity towards the player. the game definitely tries to upset you, but there's enough of a buffer between the player and the main character/circumstances of the game where it seems to me that the game's entire structure is preying on the player's naivety and comfort level with games like this rather than actively criticizing it. i mean, at the end of the day, the character you are controlling is experiencing a complete mental breakdown, pretty sure they would have made the main character completely blank if the player was the ultimate target. sure, you can feel legitimately guilty about finding mindless enjoyment in war shooters after playing something like the line, but you can say the same thing after having a long somber conversation with a disabled veteran.

i'm definitely not saying you're wrong, playing this game has actually had this effect on people, and i do think some of these game companies need to more closely examine how they're telling these stories, i guess i'm saying that i hope you're wrong, that there's ultimately more to this experience than that.
yeah which is why I miss linear games so much. They could really apply more principal and storyline through making some linear ones but that would take more effort into the actual storytelling which very few of anything rarely has.
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