Showing posts with label controversy. Show all posts
Showing posts with label controversy. Show all posts

Sunday, 11 February 2018

Is Dark Souls the Pokémon of modern gaming?

The phrase ‘just like Dark Souls’ is a cliché, dull phrase that has been bandied about far too often. Gamers will rightfully groan when they hear these terms, as Dark Souls gets compared to increasingly unrelated and nonsensical games such as Crash Bandicoot and Cuphead. 
 
Is there more between Dark Souls and Pokemon than we think? Source: in-game screenshot
However, artistically, Dark Souls means and reveals a lot, and its effect on different players is profound. As a cultural phenomenon, Dark Souls is a game more than worthy of examination; in fact, its tropes parallel many other games including, unusually and controversially, Pokémon Red and Blue for the original Game Boy.

It may seem ludicrous at first to suggest this, but the original versions of Pokémon have a lot more in common thematically and design-wise with Dark Souls than one would think. There are many tropes in common between the two that are executed in an eerily-similar way. 

One of the most striking parallels between Pokémon and Dark Souls is in the way the open world is administered to the player. In Dark Souls, players begin with relatively few places to go in Lordran, but there are also areas where low-level, first-time players aren’t recommended to visit (the graveyard and catacombs). Additionally, free form exploration in Dark Souls is gated organically and appropriately by the game’s design and pacing. Shortcuts soon begin to open and allow easy traversal across the world, in interesting ways that reveal a kind of elegance in the map design. This gives the world of Dark Souls an authentic, memorable feel. On the same note, Kanto in Pokémon Red and Blue does many things similarly; free form exploration is allowed and designed into the game, where there is an elegance to the design guiding the player along, where shortcuts across Saffron City, and between Vermillion City begin to criss-cross the player along the world’s geography engagingly, lending the world more of a natural feel rather than a series of levels to be overcome. The way in which Cinnabar Island can be accessed from Pallet Town, the beginning area of the game, is executed with an applaudable design. 

Instead of being a linear progression, exploration and geography in both Pokémon and Dark Souls are handled as both a storytelling medium and a player reward, and the result is that both maps are authentic and offer their own exposition into the logic of the worlds in which players of both games reside. 

Not only this, but the way in which the game mechanics are designed between the two titles are also similar; in Dark Souls, if you keep getting back up after each death, and getting as far as you can into each area, and if you keep levelling up when you can, eventually the player will gain enough skill to beat the area, or they will level up high enough to fight through with less difficulty; theoretically, the game rewards persistence in its design. Although there is a penalty in how players will lose their souls if they don’t retrieve them from the spot where they died last, they will never lose the level-ups that they have already gained. In the same way, this kind of persistence exists in Pokémon, though with the easier design of the game it’s seen to less of an extent. Players may be punished after a loss in that they lose half of their in-game money, their Pokémon never become weaker throughout the game; keep getting up and eventually you will prevail. 

In many gameplay tropes, in their designs and mechanics, Dark Souls and Pokémon seem to parallel; the open-world design, gated progression barriers, shortcuts and geography, and in the very way that persistence pays off. Indeed, both being based on RPG designs, both will have many tropes in common in more obvious ways than this as well, ways that I would rightfully be mocked for pointing out as they are such simple and obvious tropes as part of RPG gameplay to begin with. However, I think one of the most important comparison points between the two games is in how their stories’ theming and styles seem to exist in parallel to one another. 

Okay, it’s clear from the outset that the games are vastly different in their style and execution; one offering a brutal, violent world where swords clash and people get driven to insanity by their failures, and the other offering a more child-friendly experience where people are much more co-operative, cute creatures play with children and you get given money if your cute creature beats others in competitive battle.

However, it is in how both stories found meaning in their player base that the parallels become clearer; how in both games, player growth seems to be one of the central points driving the game forward. Just as Dark Souls is a different experience for the first playthrough, so is Pokémon.
As Pokémon is a coming-of-age tale about becoming independent and celebrating the joy of doing so, Dark Souls presents a tale of learning the harsh realities of living, but also celebrating one’s persistence despite this lesson. That the latter game came out at the same time many of those who experienced Pokémon Red and Blue as children were starting out on their adult lives is all too fitting with this parallel. The lessons that Dark Souls teaches are particularly applicable to the same generation of gamers which Pokémon was aimed at years before. 

I speak about how the theming of Pokémon applied well to its main audience in another post, but I also find it fitting that both tales are equally relatable to their audience’s lives at the times they were played. At its centre, Dark Souls presents a harsh, punishing reality, where it can often be difficult to continue and where one’s ultimate purpose in all of this is shrouded in mystery. Moreover, it throws brutal, punishing challenge into the mix, testing even the most patient of players. The risk of losing all your souls and the crushing feeling that erodes at your patience and sanity is ever-present in the game’s system. But beyond this, Dark Souls is a game that celebrates players’ persistence and rewards those who keep getting back up. This is even mentioned in an oft-quoted critical review by Michael Thomsen of The Slate, which stated that:  

“There is real beauty in Dark Souls. It reveals that life is more suffering than pleasure, more failure than success, and that even the momentary relief of achievement is wiped away by new levels of difficulty. It is also a testament to our persistence in the face of that suffering, and it offers the comfort of a community of other players all stuck in the same hellish quagmire. Those are good qualities. That is art. And you can get all of that from the first five hours of Dark Souls. The remaining 90 or so offer nothing but an increasingly nonsensical variation on that experience.”

At the time of Dark Souls’ release, this all coincided with a generation of gamers entering adulthood, and finding it a harsh wake-up call to life, where many feel increasingly purposeless and depressed in a world increasingly indifferent to their struggles, and where many feel their souls being crushed by the hard reality of modern living. But, much as Pokémon related a coming-of-age tale that celebrated the time when gamers were gaining their first tastes of independence, so too does Dark Souls present a tale that resonates with its audience’s lifestyles, and celebrates continued perseverance in the harsh, punishing reality of the world and fittingly reveals such persistence’s reward. 

Is Dark Souls the Pokémon of modern gaming? Of course, I wrote this question in jest, as a tongue-in-cheek prod to videogames media headlines that present any moderately-challenging game as a Souls-like. As such, the answer to this question is a lot more complicated. But look at the parallels in both games; in their game design and in how this presents a loop such that obstacles can always be overcome with repeated effort, to their narratives that are fitting and resonating stories for their audiences. Looking at this with an analytical eye, it is hard to outright deny that there is some merit in comparing Dark Souls and Pokémon, and in how their experiences parallel one another.

Wednesday, 31 January 2018

Loot Boxes in 2018: is it really worth it?


Amid news of EA Games bringing microtransactions back to Star Wars Battlefront 2, a move that had long been promised, the question has to be asked: are loot boxes even worth the negative press they’ll generate among consumers in 2018?

Gamers made a significant stand over the issue in the back end of 2017. The backlash over the implementation of loot boxes in Battlefront 2 was so powerful that even the corporate overlords of Disney were forced to take notice and step in to tighten the leash on EA’s executives. This was even enough to force microtransactions to be pulled from the game entirely for a while.

The handling of the fallout from the loot box scandal on EA’s part was just as disastrous; gamers rightfully mocked and ridiculed EA’s statement that loot boxes were supposed to give ‘a sense of pride and accomplishment’, and EA have even achieved the dubious honour of having one of Reddit’s most downvoted comments of all time. Goodwill was just about exhausted when EA stated to shareholders that the decision to remove microtransactions wouldn’t affect profit estimates. This made the situation even worse as it all but outright implied that the use of loot boxes on EA’s part was just a cynical cash grab, not, as had been claimed, an unfortunate necessity to be able to fund the spiralling cost of modern games development. In one fell swoop, practically every justification for microtransactions in full-priced games was dismantled, leaving a smouldering ruin of gambling regulations and unhappy customers.

Battlefront 2, then, is not a game on a good standing in any way. In the months after release for any FPS things get difficult: care has to be taken to keep gamers coming back for more. This all begs the question: was it even worth it to bring back microtransactions to Battlefront 2 considering the inevitable PR issues it would cause?

Imagine the goodwill that EA could have recovered for their IP if instead they listened to gamers and announced that microtransactions would be removed from the game entirely? While many of the more cynical amongst us would claim to see through such an act, many would find such a move to be a positive step. In fact, arguably now would be the best time to make such an announcement, with Battlefront 2 being a few months old surely it would be in desperate need of the good PR that would be generated to revive its player base. Dropping microtransactions would be the shot in the arm to help the game continue to survive as a multiplayer FPS.

Instead, however, we have a sad, predictable and cynical move from a corporation that feels increasingly disconnected from its customers, with many gamers commenting that they will now leave the game alongside the calls of ‘told you so’ from cynics the world over. The poor PR generated from the move must be costing millions, and will undoubtedly have a knock-on effect with player engagement and could cost the company any profit generated from the game in the coming months.

So why would any game company in 2018 continue to be associated with such a maligned practice as loot boxes? Surely any short term revenue boost through such cynical means will be miniscule compared to the loss of goodwill from customers in the long run. In 2018 is it really going to be worth it for any mainstream game to implement loot boxes, knowing that with 2017’s end the microtransaction bubble has burst? Surely by now any loot box announcement will be met with such cynicism and vitriol that any small amount of revenue squeezed from such a move would be insignificant compared to the unsustainable loss of customer goodwill.

No. The ship has sailed on loot boxes and the damage is done. Gamers have proven that they will not take such moves blindly. Surely now, it is time to put the final nail into the loot box’s coffin and accept that whatever measly, cynical cash that can be grudgingly squeezed from consumer’s fingers is not worth the unsustainable loss of goodwill that will soon put AAA gaming’s future in the balance. Loot boxes are dead, it’s time to move on.

Thursday, 28 December 2017

Gaming in 2017: A Review



Given that the year is ending, many websites will be dishing out their awards ceremonies and naming their favourite games in any genre. There will be much debate about the ‘Game of the Year’ with shoe-in favourites such as The Legend of Zelda: Breath of the Wild, Horizon: Zero Dawn and Call of Duty WW2 duking it out over critics’ favour.

I don’t want to do such an awards ceremony, but now is a great time to reflect on some of the lessons we’ve learned through the year. This was the year we saw controversies over loot-boxes, review scoring and the release of a new console. It is a very interesting time to be a gamer. 

2017’s gaming year truly got started with Resident Evil 7. Its survival gameplay was sublime and subtle, a much more understated affair than previous titles in the series and it all worked to the game’s benefit. As fans had been demanding, for the first time in many years we had authentic and atmospheric horror that brought Resident Evil back into the fold as one of the premier titles in its genre. It both pulled the series back and pushed it forward in the exact ways that it needed, critically turning around a franchise much in need of rejuvenation.

 It wasn’t long after this that we saw the release of the Nintendo Switch. As a concept, the console showed a lot of promise; the actual realisation of gaming-on-the-go as many gamers envisioned from the moment they picked up a Game Boy. This proved to be a major draw for customers as well, turning Nintendo into a name synonymous with success once again and putting an end to the dark days of the Wii U.

Of course, when the Switch came out, it was almost overshadowed by one of its own games: The Legend of Zelda: Breath of the Wild was a masterwork of open world design, that brought the Zelda Promise to fruition. For the first time, gamers held in their hands a true adventure title worthy of the original’s ambition, and despite a few rainy cliffsides, many gamers fell in love with the title.

Controversy surrounded this game’s review scoring thanks to Jim Sterling of the Jimquisition. While I disagreed with his review on a few points, his take on Breath of the Wild, giving it a ‘mere’ 7/10 score resulted in a major backlash from die-hard Zelda fans. This backlash showed an uglier side to the gaming community. It was around this time that ‘meta-bombing’ became a word in gaming vocabulary, referring to the practice of overwhelming a game’s page on Metacritic with negative user reviews. These were just two of many strange, toxic gamer trends that occurred in 2017.

By the time summer had arrived, however, gaming was back in full swing. The release of Crash N’Sane Trilogy brought a sudden mainstream attention on early 3D mascot platformers. Crash was a game with a lot of nostalgic goodwill and this surely helped the PlayStation brand, practically sealing the deal for future HD re-releases. The game’s difficulty was also a popular talking point: who doesn’t remember the cringe-worthy ‘it’s just like Dark Souls!’ type reviews gamers were exposed to at that time? It was discussed how central difficulty was to a game’s overall experience, and the summer of 2017 certainly had gamers everywhere screaming ‘f*ck the High Road!’

As we drew into autumn and winter and big blockbuster releases came out, gaming started to show a little fatigue in the mainstream space. While fan-favourite indie titles such as Oxygen Not Included certainly entertained, lots of gamers were placing their attention on other, more nefarious industry trends. 

This was the time of the Loot Box. With the release of Middle-Earth: Shadow of War, we saw the beginnings of a coming tsunami of Loot Box controversy. Gamers bemoaned the end-game, with good reason; it was purely set up to be a slog to encourage gamers to buy microtransactions, in the form of Loot Boxes.

What came after this was a colossal breakdown in mainstream gaming. While Call of Duty: WW2 released to critical acclaim, attention turned to Star Wars Battlefront 2. The game itself was meant to be an apology for EA’s first crack at the series, which many gamers deemed to be a cynical cash-grab. However, thanks to terrible consumer practices, Battlefront 2 became the symbol of everything wrong in the industry.

There was a massive backlash to the Loot Box practice in Battlefront 2, such that EA’s stock drastically fell. Even the Disney corporation themselves had to step in to help pick up the pieces.

The Loot Box system, as seen in Shadow of War and Overwatch before now, was a gambling-based microtransaction economy where players paid not for items, but for a chance to receive an item they may want (most of the time they would get junk). This was totally exploitative, if not gambling. Indeed, a few courts even stepped in with their own rulings that yes, Loot Boxes were gambling and should be regulated as such. 

Many would see this as a bad time for gamers. On the other hand, this controversy represents the power of gamers as a consumer group. It is amazing that after years of exploitation by big players entering a now-mainstream industry, gamers still have power to change things for the better. EA were forced to swiftly backtrack and their stock was badly damaged for this mis-step. This proved that gamers don’t have to silently stand by and watch the gaming industry go downhill; they can instead step in and kick-ass. If anything, Lootgate represents that the gaming community can still change the course of where videogames are going.

2017 was a strange year with a lot of major news items. My review of the year isn’t exhaustive by any means; I can’t go through all the year’s events and cover it all in the detail it deserves. I left out the release of the Xbox One X and Cuphead, for example. 

But I think that as far as the lessons we have learned from this last year, I can say that 2017 has been most informative; franchises can be re-thought with success, gaming’s community still has major toxicity issues to work out, older series can be brought back to life with a triumphant bang, and gamers aren’t going to just sit down and take bad consumer practices.

2018 will be an interesting year. I’m looking forward to seeing announcements on some big franchises. It may be too soon, but I hope to see the beginnings of a new Halo, and hopefully an actual sequel to some game franchises that are stagnating (a new Elder Scrolls? Or even a new Grand Theft Auto announcement?). 

In more concrete terms, however, what I am most looking forward to next year is the full release of Subnautica. In its current state, the game is well worth playing and is an extremely interesting take on the survival genre, with some beautiful underwater scenery to boot. If it gets a proper performance boost and a full release, I will be very happy.

Thank you for reading my blog over this past year, and I hope you will have a wonderful rest of 2017 and an even better 2018!
-Stev3 L