Things of the Year: Part One

Michael Abbott over at Brainy Gamer made a list of the best, well, things of the year in 2012. It was pretty great, and I like the idea so much that I’m going to do something similar (identical) myself. So, here’s my list of the best assorted things of 2012:

Character of the Year:

Martin Walker from Spec Ops: The Line

I’ve said before that Spec Ops: The Line is one of the most important games released in years. A lot of people have agreed that it’s an utterly groundbreaking commentary on the medium, but its very position as a commentary has meant that very few people have talked about it as a self-contained piece of fiction. There’s no doubt that the writing in Spec Ops is geared towards making the player think long and hard about the nature of military shooters, but the game couldn’t have succeeded as it does without  the strength of its story, and the strength of its leading cast. Walker, Lugo, and Adams walk through the crucible of post-disaster Dubai, and with Walker in particular we see something that happens so often elsewhere in fiction but so rarely in the stories we find in videogames- what happens changes him. The captain Walker who walks into Dubai at the game’s opening is not the one we leave behind when the game’s credits roll, and rarely in fiction – not just in videogames but in all fiction – have I seen such a powerful, believable representation of a man’s psyche cracking and falling apart. It’s powerful and believable in part because of Nolan North’s Oscar-worthy performance, and in part because the writing behind the game, and behind Walker’s character in particular, is fiercely strong.

Jesus, I realise that every time I talk about Spec Ops it seems like I’m exaggerating. Powerful? groundbreaking? Oscar-worthy? I’m not exaggerating here – while it has its fair share of problems I really think Spec Ops is that good. And the game wouldn’t work for a second without the gravitas and the sheer humanity of Captain Martin Walker.

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Kenny from The Walking Dead

I couldn’t do it – there was no way I could choose between Captain Walker and Kenny.

Both Spec Ops: The Line and The Walking Dead revolved as much around their characters as the content or direction of their plots, and both succeeded admirably because of this very focus. The Walking Dead is filled with memorable, well-drawn characters, many of whom are glimpsed only briefly, and if you’d told me early on in the series that Kenny would be the stand-out character, let alone my joint Character of the Year, I would never have believed you. But now I’d argue that as much as The Walking Dead is about Clementine and Lee, it’s also Kenny’s story. We’re with him from nearly the very beginning of the series to nearly the very end, and I struggled with him throughout – thinking him an idiot one moment, then simply stubborn the next, then a coward, then worryingly quick to dispense logically justifiable but sickening acts of violence. In my game Lee rarely saw eye to eye with Kenny, and Kenny often let his anger be known. But our conflicts were always understandable -the result of a fundamental stand off between the moral compass I defined for Lee and Kenny’s own personal one, as well as Kenny’s strong, unbending drive to protect the people he loves. That love manifests itself in complex, sometimes contradictory ways as the series progresses and Kenny undergoes terrible personal tragedy, and as I spent time with him throughout the series I slowly came to see Kenny as the strong, weak, compassionate, wrathful, ultimately human character that he is. And after all our difficult time together, when it was time to leave him behind I felt a terrible sense of sadness.

Platform of the Year:

Twine

By Platform I mean anything that can be used to make and/or distribute games. That means the Platform of the Year could have been anything from the iPhone app store to Steam, to Xbox Live Arcade, to Unity, to etc. etc. etc. So what the hell is this? And what the hell is Twine?

Well, Twine is a free online development tool for making interactive stories. It’s not a new platform – it’s been around for quite some time – but for a number of reasons it’s taken off in an important way this year. And while there are plenty of other free game-making tools, Twine is by far the most accessible.

It’s insanely easy to make a game in Twine, and then to distribute it so that other people can play it on a simple web page – not on a proprietary website that forces you to do certain things so that it can make money out of you. Why is it the Platform of the Year? Because it opens up game-making to everyone. With Twine you don’t have to learn to code, and you don’t have to screw around with a complex user interface. You open a page and you just start actually, you know,  making a game. And then you put a link up on your blog, send it in an email to a friend, or copy it onto a CD, and people can start playing your game.

The ease of use, and the free nature of the tools (free in both senses of ‘freedom’) allows you to make the games you want, and to tell the stories you want. You could argue that while it might get many people into making simple text adventures it’s not the kind of thing that’ll help get people into making bigger, more complex games. But that’s not the point – the value of getting new voices involved in the medium isn’t measured by how many of them go onto make something bigger and commercially lucrative. Twine is valuable because it’s helping, perhaps more than anything else, to create space for people who have never before felt like they had a place in our medium. It’s valuable because it gives everyone a voice, so long as they want to talk.

And it’s valuable because it’s already spawning dozens of unique, powerful experiences – and unique stories. Stories that we simply don’t see elsewhere in the medium – certainly not in mainstream games, and not even in supposedly wide, open landscape of commercial independent games. Some of them are great, a lot of them are unique and personal. Go and play some now.

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The Kickstarter Craze: The Problems With Kickstarter

Lately there’s been a lot of talk about the problems with Kickstarter, and crowd-funding in general. And while I still feel broadly positive about the future role of crowd-funding in game development, I do have problems of my own. I’m not really interested in who Kickstarter is “meant for”, and who co-opts it for their own purposes – I’m more interested in how people use it, and how the reliance on crowd-funding can affect developers in subtle and potentially undesirable ways. So here are some of the problems I think crowd-funding might throw up in the future:

1. Its long-term sustainability is unproven

So you made a great game, funding its development through Kickstarter. Now it’s time for your next project, and you’re planning to use Kickstarter again. Since your first Kickstarter campaign was such a roaring/moderate/minor success you’re quietly confident that you’ll be able to recreate that success this time around. But we really have very little on what happens when developers return to crowd-funding, and while it’s easy to assume that success would follow success there are a million different reasons why that might not be the case (even if your first game was really good).

Maybe you only succeeded first time around because you were lucky enough to catch the eye of an influential journalist or website. Maybe your first campaign succeeded because of a few pre-existing die-hard fans who pledged thousands of pounds for the top reward tiers, but who will probably be unable or unwilling to do so more than once. Maybe you got funded because you were playing off an existing franchise that your fans loved, while your new project is different and unfamiliar. Maybe people will just get tired of funding the same people over and over again. All or none of these might become significant problems when we start seeing a lot of people returning to Kickstarter to fund their new games – we don’t really know.

Speaking of existing franchises:

2. It might push small developers away from new ideas

If you have a pre-existing avid fanbase you may think that your fans will follow you anywhere, because they love what you do. But in many cases that’s just it – they love what you do, they don’t necessarily love you. Chris Gardiner wrote a great piece disecting Failbetter Games’ aborted Kickstarter for the game Below, and in it he briefly mentions the difficulty they had with selling a new intellectual property to their fans, most of whom are fans of Fallen London rather than fans of Failbetter Games itself.

 This has always been an issue across different media, but I think it’s more serious when you rely on crowd-funding. Because if you’ve already made a new game it’s possible to show it to your pre-existing fans, and hopefully if it’s good enough many of them will come to love it just as much as your previous work. But if you’re asking fans to fund a concept for a new game – with nothing to actually show them yet – it’ll far harder to convince them to take the risk and give you money for development. And unless you can find a way to appeal to a significant number of people outside your fanbase, this will be a big problem. I imagine this will be less of a problem for big developers, who often can rely on the weight of their name alone, but for less successful, well-known teams it could well be a problem that ends up pushing them away from new ideas and towards familiar, well-explored franchises in order to keep the attention – and the funding – of their fans.

3. It can get backers involved in creative choices

On the Wasteland 2 Kickstarter page you can find the following line:

“So, we’re coming to you for support.

Financial.

And creative.

After all, since you’re the driving force behind this game, we want to make sure that we’ll be delivering the game you want.”

Developers have good reasons to make people feel personally involved in the project they’re backing, and a powerful way to achieve this is by telling backers that they’ll have an element of creative control over the project. But for want of a better term: fuck that.

The team behind Wasteland 2 made a big deal of getting backers involved in the creative side of the game, and their website proudly states: “We are looking for your input and feedback as we develop Wasteland 2.  This is a Fan-Funded project and completely depends on YOU!  Please head over there, create an account and be a part of the development process of Wasteland 2!”

I don’t want to be part of the development process of Wasteland 2. I don’t want other backers to be part of the development process of Wasteland 2. We’re fans, and while we might think we know what we want, we don’t know what we want at all. Sure, lots of games use focus testers throughout development, but focus testers are useful for identifying issues and bugs in an in-development game, not for giving creative advice about how to make the game in the first place. And that’s because, unless you’re actively seeking out the advice of other game developers, your focus testers often won’t know anything about making games. The same is true of backers on crowd-funding sites like Kickstarter – you probably don’t want to take too much of our advice, because we don’t really have any clue what we’re talking about.

4. It can add bullshit to games

Wasteland 2 by inXile entertainment — Kickstarter-144959

I realise that this is the kind of stuff – putting backers in the game in some trivial way – that can get people to pledge huge amounts of money. And the big backers are often immensely important with Kickstarter- the thirteen people who paid $2,500 for the above reward tier for Wasteland 2 raised $32,500 altogether. That’s the equivalent of over two thousand people pledging $15 for a pre-order copy of the game. But god damn do I not want to see this kind of stuff in games. I don’t want to see statues of players in my game world. I don’t want them to write snippets of that statue’s backstory. I don’t want them to name a town or voice an NPC.

At best I don’t even really notice it, like how FTL’s crew members are named after certain backers of its Kickstarter campaign. That’s fine. At its worst it leads to non-diegetic bullshit getting in the way of my experience of the game. It’s probably a necessary evil with Kickstarter, and I’d rather have it there than not have the game at all. Again, I imagine experienced developers will generally be smart enough to only allow this kind of stuff in appropriate, unobtrusive ways, but the moment I have to recieve a quest from an NPC called xXxSniperNoSCOPE151xXx is the moment I lose my temper.

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A Review of ‘Spec Ops: The Line’

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I’m not convinced there’s a better way to start this review than by stating my opinion outright: Spec Ops: The Line is one of the most important games of recent times. It has its share of problems, sure, but it does what pretty much no game revolving around war and killing has ever done – it says something about war, something about killing. It tells the story of good intentions getting corrupted, of men falling apart in the crucible of combat, and it takes you, the player, and makes you complicit in what ensues.

We enter Dubai, months after violent sandstorms killed thousands and cut off all contact to the outside world. A detachment of the US army, led by one Colonel Konrad, went in to keep order and save the city, but six months passed without any news. Finally a radio message is intercepted, detailing a failed and bloody attempt to evacuate the city, and with this the US sends a Delta force team in to find out what happened.

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I won’t delve into specifics, but as Captain Walker, the leader of the three-man squad, you discover chaos in the city – failed martial law, summary executions, the US military fighting civilians, and the US military splintering into factions and fighting itself. Throughout the game Walker and his squad, and you the player, fall deeper and deeper into the mad logic of this post-disaster Dubai. Walker’s sincere desire to help gets warped and damaged. Atrocities are seen, atrocities are committed, and through circumstance his – your – attempts to save lives and bring Konrad to justice lead to nothing but further suffering.

It plays as any other third-person military shooter, with a fairly robust cover mechanic and the ability to occasionally give your squadmates cursory commands. As a third-person shooter it’s more workmanlike than anything, and the tight, well-paced skirmishes of the early game eventually give way to larger, messier, and far less well-structured encounters. If you take it as a regular third-person shooter you’d be right in thinking that it does little that’s really interesting. But if you play through Spec Ops: The Line and take it as a regular third-person shooter you’d be missing the point to such an extent that it’d be like reading Animal Farm and seeing it as nothing more than a weird story where farmyard animals kick the shit out of each other for a hundred pages.

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Spec Ops: The Line never tries to be an exciting, revolutionary take on the act of shooting people in a modern military setting. Instead, it’s attempting to make a statement, both about warfare and about the people who play violent games about warfare. In other words, people like you and me. Perhaps Yager, the development team behind the game, didn’t have the funds or the technical capacity to make a game that rivalled the top shooters on the market and so tried to do something different in order to stand out. That would explain the somewhat lackluster handling of the later, more complex set-pieces. Perhaps if they had had all the money in the world they would have made it exactly how it is now. I don’t think it really matters. What matters is that Spec Ops: The Line is a deliberately unsatisfying thing.

As the game progresses and the story becomes more unhinged, with Walker’s situation becoming more desperate, the balance of the game’s combat shift accordingly. Fights become more and more chaotic and drawn out, with more and more enemies swarming you mercilessly. Encounters become chaotic, and increasingly difficult for the player to contain. You often fail to get this kind of ludonarrative consonance with shooters – they often use smoke and mirrors to give the impression of chaos while facing the player with much the same challenge as before. This isn’t anything like that. This is a crack team of soldiers getting caught in a warzone, getting separated, fleeing blind through sandstorms, being surrounded, and lashing out like the vicious, cornered animals. As the story degenerates and Walker’s team becomes increasingly fractured the game you’re playing, not simply the game you’re watching in the cutscenes, changes.

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I said it gets messy and unsatisfying, and it does. And while it sometimes does get frustrating as you’re killed over and over again, that’s not the kind if unsatisfying that I mean. By ‘unsatisfying’ I mean that there’s no smooth progression of mechanics, no satisfying interplay between steady empowerment of the player and steady ramping-up of the difficulty of the game’s encounters. Instead, during combat you face increasing chaos – draining, unfulfilling chaos – just as the characters in the cutscene do. And eventually you look back and you realise that everything has changed – in mere hours, and almost without your noticing, those quick, clean skirmishes have given way to featureless bloodbaths, and your once-disciplined soldiers, including Walker himself, are roaring in atavistic rage as they pull the trigger.

You’ll do horrible things in this game. You can’t not – you literally can’t choose to avoid willfully committing atrocities if you want to continue playing. Sometimes you’ll be given choices, though the morality of your actions here is neither black and white nor shades of grey – it’s nothing but black and black almost all the way through. Sometimes you won’t be given choices, and you’ll do what the game tells you to do only to get that thrown back in your face. Some critics have said that this is a mistake – that the game shouldn’t force you to commit a war crime and then shake its head at you for doing so. I disagree, about as strongly as I can, for two reasons: first, because this is the story of a man, Captain Walker, and his choices. And despite how most people seem to be taking Spec Ops as solely a commentary on videogames, this story is important and groundbreaking even when entirely divorced from any such commentary. Second, because even if you take the game as solely a commentary, the moments where the game forces you to act are important to the point that it’s trying to make.

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These moments, and others beside them, point right at contemporary shooters. Spec Ops: The line asks you, tells you, and sometimes outright forces you to do terrible things. And when you do terrible things it shows you the consequences – from the innocent person you killed in a moment of surprise to the man shouting at you, calling you a murderer and trying to shoot you as if you were a rabid dog. All along the game asks you why you’re doing any of this, why you’re still playing a game where you do these kinds of things, where you’re forced to do these kinds of things. Why you play games like Call of Duty, Medal of Honour, and Battlefield, where remarkably similar things occur, only without comment on the consequences

The game’s aim, as well as I can make out, is to do pretty much the same thing as these big-budget, mainstream, hugely popular games do while stripping out all the glossy emphasis on violence, all the jingoism and the dehumanisation of an enemy portrayed almost exclusively as nothing more than mindless Russians, or Arabs wearing face-masking headdresses. And by doing this, by forcing you to commit war crimes,  Spec Ops: The Line holds a mirror up to these games that thrive on consequence-free player-led violence and atrocity. Here the game tells you to do the same kinds of things as other games, but for once you’re deliberately shown the consequences of such actions. In the way it treats you after the fact. In the way that the people you’re shooting at are American soldiers and starving, desperate refugees. In the way that Walker, at first clean and professional, slowly turns into something scarred, burned, and wholly broken. In the way that, just as shooters so often focus on creating beautiful, hand-crafted worlds in which you can do nothing but kill, all this horror is taking place in the opulent hotels, department stores, and rooftop swimming pools that make up the ruins of Dubai.

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So it’s a game about shooters. But it’s also a game about the real world – about violence, warfare, and the corrupting influence of the two. And as with any piece of art dealing with topics like war massacre and crimes there’s a fine line to be walked between tiptoeing meekly around the subject and lighting up that subject with a dozen glaring floodlights. Spec Ops should be lauded simply for trying to walk this line at all, since few games, and almost no shooters, have attempted the same. But while the game largely succeeds, it does struggle with itself at times, especially towards the end. It does great things, genuinely great, medium-defining things, but those things are so challenging, and about such sensitive issues, that I’m pretty sure the development team started worrying about the whole thing.

There are times where the game loses confidence in its ability to get its ideas across, where it begins to worry that it’s being too subtle and, in trying to compensate simply belabours the point. A good example of this problem can be found in the game’s loading screens. At first they follow standard videogame conventions of giving snippets of backstory and recaps on your current objective (and by giving you basic instructions insultingly late into the game). But as things become more unhinged the loading screens start to actively goad you into thinking hard about what you’ve just seen, even going so far as to ask you questions like “Do you think you’re a good person?” And though it’s clear that these questions are aimed more towards Captain Walker’s cracking psyche than the player, at times like these you’d be forgiven for repeatedly saying “I know, I get it” aloud to their screen. The game gets its point across so well, so consistently that these moments, and a few moments like them, feel patronising – like the developers were worried everything might go over the player’s head and so did their best to be as obvious possible. Fortunately these few moments do little to impact the power of the rest of the experience.

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But there are other moments where the game seems to be in conflict with itself. For instance, important details of the narrative are sometimes unclear on first telling – who’s who, what their motives are, and why they want Walker to do what they ask him to do – and an important twist (that works extremely well when properly explained) loses some of its impact because of this. Now, I’d argue that for its entire duration the game is being deliberately unclear. It’s obvious that Walker and company don’t really know what’s going on in Dubai, and a huge part of the horror that they encounter (and contribute to) results from this confusion. Mistaken identity, misplaced trust, and wildly inaccurate assumptions return as the cause of great tragedy again and again, and a lot of the confusion that you might feel comes as a result of this. The game even seems to take your hand and lead you into this maze in the hope that you’ll get lost. This deliberate muddying of the waters does conflict with the requirements of the narrative twist later in the game (which relies to some extent on a clear understanding of events) but it isn’t wholly a mistake on the game’s part. Because apart from a few missteps it’s employed for very good reasons.

It serves as a way of drawing you into the mindset of Captain Walker, of allowing you to to understand the logic behind his decisions and how his good intentions are warped by ignorance and misunderstanding. Some people have argued that Spec Ops: The Line is the story of an insane man coming to understand his true self, but I disagree – I think it’s the story of how circumstances can make men into monsters. I think the way the game portrays Walker and company’s early responses to the chaos around them supports that view – they’re not evil men, and they genuinely try to help. But they have little real understanding of what’s going on, and (at least in the beginning) that’s the driving force behind a lot of their harmful actions. These mistakes then snowball and lead to further harm. Soon Walker and his team come to understand what they’ve really done, and the consequences of those actions, and that knowledge starts to change them. Eventually they reach the point where they’ve killed so many men out of necessity – out of self-preservation necessitated by mistake after deadly mistake – that it starts to lose its meaning. They get tunnel vision, and all that starts to matter is finishing what they started – finding Konrad. They become so desensitised to the necessity of killing out of self-preservation that they become willing to make vast moral compromises – to do harm not to stay alive but for a greater purpose – to reach their goal. Finally, it’s the consequences of these moments of willful harm – with one action in particular acting as the turning point – that finally breaks them and sets them on the path towards madness.

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And my god, some of these moments the game presents – the acts of moral compromise, the tragic mistakes, the instances of intense fear and chaos – are nothing short of stunning. The increasingly clear reflection of Walker’s face in a computer monitor during a willful infliction of evil. The mad rush into an incoming sandstorm. A moment alone, injured, and cut off from your team. The ending sequence that perfectly shows off the fierce intelligence behind the game’s writing, backed up by the incredible acting talent of both Bruce Boxleitner and Nolan North. And perhaps the most important of all – a moment where barely-contained violence threatens to spill over and change everything. These moments are without doubt some of the most important I have ever experienced in a game, and they are the game at its best – where the developers stand back and refuse to get involved, to comment, or to tell you what to do or think.

Play for long enough and you might find that the way the game strings these moments together makes it feel less like an interactive, narrative experience and more like a fever dream – one that’s so intense and so draining that you’ll sometimes wish it would just end. But it locks you in with Walker’s team and forces you to watch their slow descent into what can only be called madness, and could perhaps be called genuine moral evil. They get ground down until there’s nothing left, and only then does it end. Once you step away from the computer you may feel that it’s taken a fair amount from you as well. But while that feeling soon fades Spec Ops: The Line lingers in your head. Not just because of how uncomfortable and distressing it is, but because this is a game worth thinking and talking about for years to come. It’s lingered in my head for nearly six months now, and I’m not sure it’s ever going to leave.

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