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About
Twenty four years ago I was adorable. Now I'm inquisitive and hilarious.



I have a plastic tooth to replace one lost in a mosh pit during my more ridiculous high school years. I speak shitty German and I ride a bike. My Xbox gets so much use, I'm sometimes embarassed. But I'm unemployed, so my time is spent writing blogs on the internet, reading good literary fiction, and playing video games.

In the grand scale of things, I'm a late-bloomer. My parents banned all consoles from my house as a kid. See what you've done? Now I game constantly to make up for years of lost time.

I won't list my favorites, because you've probably seen ten lists like it before me.

There's a life-sized Boba Fett standee in my living room.

No Clip Series:
Grand Theft Auto IV
Fallout New Vegas
Red Dead Redemption

Journalism!:
The Slapstick Cephalopod: An Interview with the Octodad Team
Chicago Night Fights: Marvel vs Capcom 3
Inventing the Paint: An Interview with Author Tom Bissell
Top 10 Greatest Tiny Video Game Characters

Front-Paged Monthly Musings:
Groundhog Day: The Liberty to Pursue
Teh Bias: Critical Errors at Surface Level
Alternate Reality:Time for a new job
Something About E3: Imaginings from 20 Years Ago
The Great Escape: Tiny plastic guitars and wiimotes
My Expertise: Latent Racial Bonus
The Future: Overdoing the Over-the-Top
Love/Hate: A Gentleman's Baffling Love for Collecting Furniture
Nothing is Sacred: Games Taking Themselves Too Seriously

Worth reading:
We Are Destructoid
Writing on the Wall: How Graffiti Builds Universes
Combating Lawlessness in the Wild West of Red Dead Redemption
Being a Coward on Purpose
What Bringing About the Fictional Zombie Apocalypse Taught Me About Game Design
Why Video Game Designers Need to Watch the Road Warrior
The Needless Shit We Gamers Do

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Show me a class-based competitive multiplayer experience, and I’ll show you an awesome medic. Me. I’m the medic. I’m referring to myself. I am perpetually enamored with support classes, in particular these medic or healers. I play them at every opportunity. My parents may have been disappointed with my liberal arts degree, as opposed to a career as a medical professional in the exciting world of having paychecks, but they can rest easy. I’m still helping others, except the blood is pixilated and gunshot wounds are repaired, paradoxically, with heal guns.

My obsession with support classes as a concept is pretty basic. I like to help. In reality, I hold open doors for strangers and I give up my seat on a crowded bus to elderly ladies. I'm still waiting for the city-commissioned COOL DUDE plaque and trophy on that one. So, in the heat of virtual battle, I like to be there to back up friends or complete strangers, as long as they can restrain from screeching their background conversations to their mother about making them a sandwich through my headset speakers.

I’ll be honest. Some of that joy of playing the medic comes from the fact that I myself happen to not be all that amazing at all shooters. Don’t get me wrong, I play my fair share and, particularly in Battlefield titles, I’ll be in the top section of scoreboards. But frantic games, with little time for anything but short moments of pensive strategy and support tactics, are where I sometimes fall short. I may outflank the assaulting enemies in Gears of War, but when I launch my surprise assault, I often flounder. One moment I’m a tactical genius, the next I come fumbling out of cover like I’m Jerry Lewis with a shotgun.



Reflexes will fail me and a brief opportunity to take down a distracted player is lost to a poor finger movement (A phenomenon I will henceforth call a 'thumble'). But, this plays to the versatility of teamwork-based class design. I don't have to be good, I can keep the better players alive. If I’ve been in a game lobby for a few moments, I’ve probably discovered who our MVP is or, in games like Battlefield, the squad that’s doing the best and exercising the most efficient team unity. So I join up, provided they don’t immediately take offense to a silent, blank-staring avatar trailing them, occasionally listlessly hurling a medpack at their backs.

When playing a non-support class in a shooter game or in a game where no classes exist whatsoever, your task couldn’t be simpler. Kill things, i.e. people. You’re a death dealer. You take out your opponents so they don’t take you out. It’s the law of competition. But we forget that there are other people on the opposite ends of our assault rifles and broadswords. There’s a real person behind that avatar trying to win, trying to succeed, and just trying to have a good time. But only one of us can have it.

That becomes power in the hands of the medic. In the context of the game, we’re only really reviving in-game avatars and our medpacks are only really affecting a tiny red bar, when you really get down to it. But those things are attached to a player and, by that logic, their experience. So when medics are saving players or giving them health to keep them from needing saving, we’re manipulating the fun of the game. We’re extending the positive experience for our players without impairing, or at least disrupting, the same for the other team. We’re playing our own meta-game and it’s called Everyone Needs to Be Alive. Simply put, medics are entertainment suppliers. Joy manipulators. Fun alchemists.

Medic is also one of the riskier class options if you play to its empathetic limits. This is often my favorite part. A medic will find him or herself scampering into blistering danger to jam a revive syringe into a teammate while bombs detonate and bullets pop into the dirt. The stunned “Whoa, I’m back?” line uttered by vocal players on the receiving end of a revive is often a reward in itself. It's a unique concept, really. How often in your day-to-day does a complete stranger genuinely thank you? In a game context, I understand it's a trivial thing, really. I'm aware of that. But there's something very compelling about rescue and the corresponding appreciation, even if it's entirely digital.



When I was a young and dedicated PC gamer, I found myself drawn to a small space RPG title called Earth and Beyond. The last game Westwood Studios would ever make, it was an ambitious little space ship MMO where you could battle your way across the galaxy in brightly colored space ships. But, to be honest, most of the game was spent space mining asteroids and space trading the space minerals for space cash. I effin' loved it.

I mention it because it had a particularly small element that I found completely addicting. At any given time, every player in the fictional galaxy was out mining. The safer asteroid clusters were forever-crowded and over-mined. Some areas resembled a busy cosmic version of a Taiwanese market, with people zipping in all directions. The bolder ship pilots would go off the warp lanes and find rich, profitable, unpopulated asteroid fields to stake claim to. But unmarked space was dangerous. Really dangerous. And many pilots would scarcely mine themselves one single ingot of space copper before they were jumped by wandering marauders.

But death in Earth and Beyond was handled in a truly legit sci-fi way. When a player became disabled by enemy warships, their systems fried and ship drifting impotently through space, they had the option to trigger a distress beacon. Most players were too self-involved to notice these radar blips, which were one tiny light flashing on a screen of hundreds of flashing lights, but not me. Every time I was kicking back and gliding through a warp channel, only to spot a little orange blip on my heads up display, I dropped my Jenquai ship out of orbit and opened up a communication channel.

Being a medic, or just an empathic player, is more than just being nice for nice's sake. Helping players is hard, ruthlessly dangerous work. Strategy and danger assessment are inherent qualities of being a medic, whether it's in a shooter or MMO, and it's much fun as being the the top killer in the room. In Earth and Beyond I would communicate with the distressed player and determine the threat from afar. Then, it was just a matter of dropping out of warp-lightspeed, determining the layout of enemy ships in milliseconds, and trying to blast my way to my new-found friend through over-whelming odds. It helped to picture your ship as the Millenium Falcon hurtling in to save Luke in A New Hope. The "yee-haw" was not optional.



When you start tactically observing the playing field of your basic shooter or instance level, it almost becomes like a more engaging real time strategy game. You have to take charge of all the elements of the battle, rather than just what's moving at the end of your iron sights. Where is the enemy? Where's my team advancing from? Who needs medical assistance? To effectively play the medic, you have to help the right players at the right time. The medic has to constantly pay attention to where players are doing well and where they aren't. Are there holes in our team's defense? Is there room for the enemy to flank? If so, that's where the medic has to be, tossing out medpacks or heal spells. That half a second it takes those players to respawn could mean the whole battle.

Behind every good killer is a good medic. If you respect the healer, the positive result is easily perceivable. Wins. More wins. When a team is properly supported, they can easily take down an opposing team with more powerful adversaries. If a team can lock down an area they would have lost or struggle through a boss-fight they should have lost, it's a great achievement to be the medic backing that success.

But video game competition isn't all about winning, of course. It’s about the quality of winning. There’s something more satisfying in a victory that comes from coordinating a defensive or offensive line, or embracing strategy in the heat of battle, rather than the coincidence that all the players on one team happen to be better at putting bullets into the torsos of the other.

So, next time you’re in a game and strapping on your plasma grenades to your oiled-up super commando torso, don’t sneer at the goofy-looking medic in the glasses. Though our kill counts are low, we’re doing some serious life-and-death wizardry behind the front lines. We keep you from screeching obscenities into the mic and getting put on Youtube. We’re the reason the ‘D’ part of your K/D is where it is. You handle the 'K' part, we’ll just keep throwing syringes and heal spells your way and roll our eyes at how you totally f-ed up that mob pull and missed that sniper on the ridge-line. Don’t worry, comrade. We’ve got you.




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This. This needs to be loved and read.

By the way, I'd be the Heavy to your medic any day.
MEDICS FTW!

Every game, every time.
I like the medic in TF2 because sometimes you can find another player you work with really well, so you can end up getting a shitload of assists with a good heavy or soldier.
I never have fun playing as the medic in TF2, although I always appreciate a fellow medic helping me out. So, thank you for your assistance, AwesomeExMachina and other medics!
Oh God, Medic all the way. So much so, that I don't trust anyone else to do the job better than me. I'd say I was one the best medics who has ever graced Team Fortress 2, but I don't have the proof right now. Ahem.

Same goes for Bad Company. I'd always swap between Medic or Spec Ops. I think there's more purpose and incentive for you as a player to be given an ongoing task, rather than relying on some kind of level up system to keep you interested.
this is why i love being a medic. whether its in bad company 2 or tf2 the sense of gratification i get from reviving a team member and the thanks i get sometimes for reviving said player. all that said i can't wait for brink as i plan on doing the same all over again.
Maybe I should actually play that fortress game on my orange box. Though the fear of noobing still persists in my heart
I don't really play the medic too much myself, but I sure as hell appreciate a good medic when I run into one.

Another amazing read as always.
I love playing medic too for the same reasons, although now I'm evolving to play recon/assassin type classes for some reason...I hope I'm not getting bored of healz.
*Le tear. That was beautiful
This is great. I'll admit I always played the Medic is Battlefield 1942...but that was because I like their weapons the most. Wow. A real, genuine altruist. My philosophical tenets are crumbling
In Battlefield 2, my closest squadmate in combat was a Medic. This reminded me of him.

Jax. He followed me everywhere. Through every door. Past every mine. Charging Tanks, APCs, trucks, dodging helicopters, and clearing points.

He was utterly and absolutely dependable, and always had my back.
I play medics in FPS games, but strangely when it comes to RPGs, especially multiplayer RPGs, I always for the warrior/damage dealer type character. But for the most part I love playing as a medic. It's the best helping your team stay alive, and then in some games where you have the ability to heal/revive yourself...then you become a death dealing healing machine.
I dabble from time to time in the medical arts but often find that I'm far too impatient to be a proficient one. It's always nice to have a reliable one backing you up though.

Battlefield Bad Company 2 probably does it best, in my opinion. The gasp of air as you emerge from a white screen of death only to find yourself on your feet and ready to fight again is a wonderfully euphoric feeling. I think Portal 2's co-op hug option should find it's way into other games, as it would serve a much needed purpose - physical appreciation.

Thanks.
It's all about engineers, just like you I like helping people, so I build dispensers were the battles get heavy, and turrents to back up my peeps, or defend, I like being a medic, but I hardly ever find somebody who I can stick with, btw, awesome blog, fapped.
How little the help I have gotten from online players. I hope to be a great medic when Brink comes out.
I've loved playing the medic, from Wolfenstien: ET, to playing a empathy defender in City of Heroes (AKA, the buff bot) I know exactly how much fun it can be to play the life giver.

Oddly enough, TF2 is one game where I don't naturally gravitate towards the medic. I've clocked in a good number of hours as our favorite German sociopath, but I have spent much more time as a Heavy, Scout, and Spy. I blame it on the games excellent balance, all the classes are just too much fun to settle on just one!
Your blog reminds me of this comic. In the rare moments of unity I have encountered on Team Fortress 2 when I am playing as a Heavy, I have encountered Medics of competency and skill. Much like the giant black truck driver or scary biker dude who comes to the aid of the scared white people in late 80's/early 90's movies, the medic shows up and offers assistance when none is expected.

I tried the class a few times and really enjoyed shooting healing lasers into large men but I think my calling lies somewhere in between the cold comfort of being a living fuck statue as a heavy and the patient grandfather called the sniper. Every class has its place and as a someone who paints with bullets, I thank you for being so very kind.
I usually love playing the assassin or spy class, when available of course. One of the things I love to do is kill all medics or healers first. I always feel it effs up my opponents chances of winning, though in FPS games that rarely comes out being true.
Awesome post! It takes a lot of skill to be a really good medic. Talia can almost always be counted on to pick the rest of us up in MAG (and she often places first in our squad because of it!) :)
Medic and Recon for life!
I should probably clarify from my last comment that I meant Shotgun Recon and not Sniper Recon.

F' Sniper Recon.
I like playing Scout and 'supporting my team' by running around and capping points. I'm one of those people who's really useful in the first 10 seconds and, if he knows the way to the cap point, will give his team an early advantage, gratis. Then I die and it's back to being mediocre for me.

I have to admit, though, you can play support with almost any class if you want - at least, sticking to the TF2 example. I enjoy being a Soldier or Demoman. I have a familiarity with rocket launchers from Unreal Tournament and the mix of close-to-frontline slugging and area control appeals to me on a strategic level. Plus, covering the far side of a payload cart with sticky bombs from out of line of sight and blowing up the Heavy who goes to cap it is hilarious. Each class in TF2 has a strategic role, and by playing that role, you inherently support your team, especially if you think about target priority properly. I'm relatively inexperienced with TF2, but always try to play as tactically as possible, no matter which class I'm using.
I played Medic/Engineer in MAG for a bit. It was neat to play a support role but it kinda got boring after a while. I prefer to play an aggressively and just help out in situations that call for it.

I think the only game that feels appropriate or atleast works really well for support is Gears Of War. Especially that neat 3rd game Beta. :)
These are all excellent medic examples and all, but there's nothing quite like ducking behind cover during an intense firefight in Enemy Territory, waiting for the right moment, and then darting through the battlefield, randomly dodging bullets and explosions to stick your syringe right in a wounded teammate's crotch.

And then dying, most likely.
Those who can't do, heal, eh? I am with you on this, especially in games where I don't have the raw skills to kill consistently.

Part of your reasoning is the lower bar to entry; the other part is the desire to help people. Have you found any games where playing a support class is just extremely difficult? For example, say in order to heal someone you have to do the equivalent of a sniper headshot at them. But maybe at the same time, the reward is much higher, say, an overcharge shield or something. How much would that kind of system deter from playing that class?

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