Showing posts with label think of the children. Show all posts
Showing posts with label think of the children. Show all posts

Thursday, May 27, 2010

God of War 3: The Anti-Art.

I just finished God of War 3. Having absolutely loved God of War 1 and 2, there was no way I wasn't going to play the next (last?) game in the series. And, since I was playing it while the whole Roger-Ebert-Games-Aren't-Art thing was bouncing around teh Internetz, I couldn't help but view the game through that prism.

First, I have to say that the game is a lot of fun. Nothing beats the God of War series for providing an experience of non-stop, visceral ass-kicking. The game was cool throughout, all killer no filler, and the graphics and production values were predictably gorgeous and expensive.

But what really kept striking me as I was playing it was how it was the perfect example of what I call Anti-Art.

What do I mean by this? Well, I think that something is functioning as art if it connects with you and stimulates your thoughts and feelings in a complex way. And, by complex, I mean summons feeling more complicated than, "Ahhh! I'm scared!" or "Whee! I'm excited!" or "Arrr! I'm angry!" You'll have to meet me halfway on this definition. Better minds than I have been defining Capital-A "Art" for several thousand years. I think the above should give an idea of what I'm trying to get at.

Anyway. I call God of War 3 Anti-Art because not only does it not try to create any such feelings in the player, but it goes to great effort to prevent anyone from feeling anything when playing the game more complex than "Arrrr! Hit! Hit!" The story exists not to engage the player but to alienate him or her (Who am I kidding? Him.), so that nothing distracts from full appreciation for the carnage. If you are the sort of player who cares about story, God of War 3's story is designed to make you ignore it.

And this isn't an accident. I think it is, on some level, the purpose of the design from Step 1.

(Some spoilers for the game are ahead, I suppose, although God of War 3 really can't be spoiled.)

So What Is This Game About, Anyway?

The God of War games are Greek mythology on speed and shrooms. You play this guy named Kratos. He's a Spartan. He wants revenge on the Gods. In particular, he wants to kill Zeus, his father. He wants revenge because ...

OK, you got me. I played the first two God of War games a few years ago, and I can't remember what he wants revenge for. He killed his wife and child in a berserk rage, once, and I think he blames Zeus for it, or something.

The point is that God of War 3 never, in the game or the documentation, says exactly why the main character wants revenge. I think that this little detail is remarkably telling. (It doesn't matter if they made it clear in a game released five years ago. This stuff has to be repeated in The Now.) Revenge plots can be very emotionally compelling. They really connect. People tend to have an innate sense of justice, and a desire to see a wrong righted is a really easy way to suck someone in. But ONLY if we know the crime that is being avenged!

Without that, what the game gives us is a character who staggers around, bellowing his desire for revenge. I swear, every cutscene goes, "Hi, Kratos!" "I want revenge! Hack hack hack!" "Urgh. (Die.)" And, without purpose, we are only enacting the mind-boggling violence in the game purely for its own sake.

The Chopping. And the Sawing. And the Intestines.

And, oh Lord, the violence. You press in the joysticks to simulate gouging a character's eyes out with your thumbs. You saw a god's legs off (plenty of blood and bone shards jutting from stumps) for his boots. You rip out a titan's stomach and he holds his intestines in his hands. You snap Hera's neck for, as for as I can tell, no reason at all. The result of your destruction of the Gods is unbelievable death and destruction on the world's surface. These actions are interspersed with the hoarse gruntings of what must be one of the simplest and most unlikeable protagonists in gaming history.

So if you are, like me, a story-guy, what you have is someone doing unbelievably horrible things for entirely nebulous reasons. What, apart from the action, is there for my mind to grab hold of? The parts of the game, like story and character, that normally contain the "art parts" are so shriveled and gross that you can't get anything out of them. Leaving the cool hacky parts.

Kratos is a horrible person wreaking unbelievable havoc, and you are controlling him. You are the one doing all these things. This alone is enough to alienate anyone halfway sane. It certainly prevented me from lowering my psychic boundaries and ever identifying with any character in the story, even for a moment.

"How Dare You Say What I Do or Don't Relate To?"

Of course, just because I can't relate to the game doesn't mean other people won't. Fair enough. But I will express one unfounded opinion.

Kratos is nothing but a pure expression of self-hatred and mindless, sociopathic violence. I know there are people out there who can really relate to that. But if you are really into that and can go, "Yeah, that's totally me!" I might humbly suggest that spending a lot of hours feeding and reinforcing that might not be entirely healthy. Just sayin'.

And the Ending

So at the end of the game, you've killed most of the Gods. You have had to rescue Pandora from a labyrinth, so that she can open her magic box and give you a weapon to kill Zeus. Your desire to save Pandora to atone for killing your daughter is a plot point. This might have been a good fig leaf for the sociopathy, but then Kratos sacrifices her to kill Zeus and she dies. So, that.

Then, after a huge, epic (really fun, don't forget the gameplay is really fun) boss fight with Zeus, your foe almost dies but gets up again and you get sent into this gorgeous, super-trippy sequence where you explore this dark black outerworld and relive everything you've been through and then you meet the ghosts of your wife and child and they hug you and there's some tender words about forgiveness. Then you find Pandora's Box and open it yourself and learn that the weapon you need to kill Zeus is Hope. You had the power inside you all along. Also, Love is the Fifth Element.

So I'm playing this, and it's really cool, and I'm thinking, "Sure. It's a little late, but there's a little humanity here. Something I can sort of accept. Maybe this isn't going to be all horrible and ..."

Psych! Sucker! Then you leave the dream world and kill Zeus by smashing his face against a rock, bones cracking, blood spraying all over the camera, in a sequence as visceral and unpleasant a bit of violence as ...

OK. I think you get the point. (Video here. Go a minute in. NSFW.)

So What's Your Point?

I have to state again, I had a lot of fun playing God of War 3. It was really cool, once I figured out to, emotionally, hold it at a great distance. Nobody does this sort of gameplay better. And, while I wasn't thrilled with the violence, and I wouldn't let my daughter play the game until she was nine or so, I'm not immediately against it. I'm no anti-game zealot, and I never will be.

The fascinating thing about the experience, for me, was that the ugliness was so sustained, so pure and undiluted. A lot of people worked on God of War 3, smart people. They must have realized, at some point during the years working on the game, what they were making, and the effect it was likely to have on people.

When people consider games as an art form, they tend to ask three questions: Are They Art? How Should That Art Affect People? Will They Only Affect People in the Old Ways, or Are Their New Untapped Ways For People to Connect With Video Games?

They should also realize that not everyone welcomes the idea of a game as an artistic statement. It is, in fact, possible to purge art from your game, to attempt to intentionally repel players from everything but the sporting aspects. Maybe Art is stupid. It wasn't something I expected. In some cases, it might even be a good idea. But, I confess, I tend to hope for more.

Thursday, September 24, 2009

Our Children Must Be Bred To Master Pokemon

Since I got a pretty positive reaction from my post last week about raising a child, I thought I'd say a bit more about that most blessed of childrens' fantasy entertainments: Pokemon.

When I was growing up a misunderstood little nerd in a small town, I had lavish daydreams in which I obtained joyous revenge on those kids (and teachers) who tormented me. I fantasized that, when they picked on me, I could summon a swarm of killer bees to terrify them.

Yes, that's right. Killer bees. Can you imagine anything so lame? So faceless and uninteresting? It makes me wish I could travel back in time to beat up my younger self and take my lunch money.

Happily, 21st century children are spared such indignity. When they feel put upon and need an imaginary friend to fight for them, they are provided with an assortment of AWESOME creatures. Whether you want your spirit animal to be a dragon, a yellow rat that can shoot lightning out of its ass, or a pink, orb-shaped pop singer, it's there for you. And you can get a card with a picture of it. And a stuffed version. And watch TV shows about it.

Do you think anyone would watch a half hour series about a swarm of killer bees that wandered around and learned valuable life lessons and made honey and occasionally totally stung some farmer? No. I don't either.

Remember, we live in the 21st century now. We don't grind our own wheat or make our own clothes or lance our own boils. Why should we make our own imaginary monsters? Especially when the Japanese will do it for us for entirely reasonable prices.

Pokemon provides both the awesomeness of loyal monster slaves and plenty of food for the child mind's odd desire to memorize long, meaningless strings of information. (Pokemon are the baseball statistics of the new millennium.) This odd world is the best thing we have provided for children since vaccination. If you don't understand the appeal of Pokemon, you don't understand childhood.

Wednesday, September 16, 2009

Properly Molding the Gamer Child

I grew up a serious gamer in a family of people who really, really weren't. I was, while loved, regarded as an oddity. A peculiar mutation. Harmless, as long as I was kept from sharp implements and encouraged to not discuss such concepts as "armor class" or "hit points" at great length.

But now I am, if the calendar is to be believed, an adult. And I am raising two small daughters (one 3, one 7) who are showing their own gamer instincts. Though, these days, their Pokemon and Nintendo obsessions only make them "normal."

However, as a gamer parent of gamers, I am finding that the rules of our household are different from what I grew up with.

For example, there is a sacred, almost sacrosanct right to be able to save one's game. When I need a daughter to put down her DS and do something, she always gets one or two minutes to save her progress first. It is only in the cases of extreme lateness or severe punishment that she is forced to shut off the game with her progress lost. It is the Ultimate Sanction.

(Also, when you quit Animal Crossing without saving and start up the game again later, a cute animal comes out and severely lectures you for your carelessness. It is in this way that I outsource my disciplinary duties to Nintendo.)

Also, my children are allowed to play educational games almost without limit. However, my ideas of what makes a game "educational" might differ from those of the stick-in-ass types that normally determine these things. My seven-year old girl is allowed to sing on Rock Band as much as she wants because it forces her to read the lyrics. Also, her cultural education will be incomplete without at least some exposure to Elvis Costello.

And I have long felt that high-end raiding in World of Warcraft has a strong educational component. It requires strong organizational and teamwork skills, not to mention people management. At least, that is the justification I am going to give when I pull her out of bed on a school night to tank an instance for daddy.

I strongly encourage both girls' fascination with Pokemon. Pokemon provide fulfillment to every human being's basic desire to have an army of monsters. Also, Pokemon spend all their time fighting each other, which is good. For what other reason would one want to have an army of monsters?


Yes, we have truly created a new world. An exciting, technological, shut-in, pasty world. Now, if you will excuse me, my daughter is old enough to realize that there is something called Dungeons & Dragons, and she wants in. And you think I'm going to trust some wormy, unseasoned, prepubescent Dungeon Master to run her first campaign? Not likely.