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I'm a 26-year old English writer, formerly known on the CBlogs as Xandaça. I've been an avid gamer since I was a wee lad, gripping a NES controller in my hands and comprehensively failing to get past those infuriating Hammer Bros on Level 8-3 of Super Mario Bros. I've stuck with Nintendo since then (not for any animosity towards the other console makers of course - Nintendo just make games I enjoy and have grown up with), apart from a brief sojourn with a Sony PlayStation, several woeful attempts to play Half-Life 2 using a laptop touchpad and sporadically wrangling a turn on my sister's beloved Sega Saturn.

In addition to burping out the occasional novel, I'm a passionate critic, writing reviews and articles of films, book and games for my school magazine and university newspaper, for which I created and edited its film section. In addition to starting up my own blog, covering television, games and movies, I am also a writer for Destructoid's cine-geek sister Flixist. While primarily a film geek, the evolution of the games industry over the course of its short lifetime has fascinated me and provided vast quantities of content for some incendiary pieces of work - perhaps a few more might spring up on here?

My Favourite Games of All Time (because who doesn't love having a few Of All Time lists?) are GoldenEye 007 (which I still play through at least once a year to remind me of its glories), Super Mario RPG: Legend of the Seven Stars, Gunstar Heroes, Super Mario Bros 3 (I don't know who told Shigsy Miyamoto-san that raccoons could fly, but I'll love them forever) and No More Heroes.

I hope you find great enjoyment in my many scribings, and please keep an eye out for upcoming news on my novel(s) and do pay a visit to my blog sometime. And yes, the Dtoid community's 'no copy and paste' rule will be fully respected!

Good gaming, everyone!
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DISCLAIMER: This review is up on the CBlogs at (roughly) the same time as my blog. As much as I love writing for the Dtoid Community, it's pretty hard to find the time these days to cover all my bases, including Flixist. If you'd rather I no longer posted these reviews/articles, just say so in the comments. Thanks, and enjoy!

Most gamers out there will already be aware of Michael Thomsen's withering assessment of the hundred-hour fantasy game, Dark Souls, wherein he questioned whether a game of such length could ever be a worthwhile endeavour when the time (he surmised) could be spent much more effectively elsewhere. As happens far too often when members of the older generations write about video games, Thomsen quickly descends into judgmentalism, his thesis proving little more sophisticated than a suggestion games are not as worthy of a person's time as other activities or media.

It's tempting to write a full rebuttal, but Edge Magazine's Jason Killingsworth (if ever there were a more appropriate name...) got there first and did a better, more extensive job than I ever could. It's worth a read if you have a considerable amount of time on your hands, which you probably do if you're a Dark Souls fan. I kid, I kid! For all Thomsen's righteous indignation, one criticism he levelled did ring true and is something which has been bothering me for a while: gaming's continuing disregard for building consistent internal logic into its worlds and gameplay systems.

Apologies if that's the most pretentious sentence you've read so far this year. It's a difficult point to phrase more elegantly, though, so I'll use Thomsen's quote to illuminate my point:

"In more than twice the time it would take to read Tolstoy's historical fiction, Dark Souls leaves one's head overflowing with useless junk like the difference in attack stats between a Great Axe with a fire bonus versus a Great Axe with a divine bonus. These bits of occult nonsense don't have an internal logic. In one early section, you'll fight a pair of gargoyles who live perched high up on a bell tower in a castle. These gargoyles, you discover, are especially vulnerable to lightning damage. Why a creature that lives on the medieval equivalent of a lightning rod should be vulnerable to lightning damage is not explained. Every victory in the game is built on a similarly dumbfounding bit of nonlogic."

Disregarding the needless invocation of Tolstoy, Thomsen actually makes a very solid point about how little care many games seem to put into the internal consistencies of a game world and the demands it makes of the player. There's nothing wrong with fantasy, but few games seem to recognise the genre as more than a set of Tolkien-esque aesthetics. Fantasy writers for books, movies and television are notorious for going to ridiculous lengths to define every variable in the worlds they create, from class systems and royal hierarchies to the co-existence of different species and the sometimes anarchic effect magic can have on all those rules. Fantasy works best when the authors fill in every nook and cranny so intricately that the worlds seem as real and lived-in as our own. Only, you know, with dragons and that.



The lack of internal consistency in Dark Souls, as Thomsen describes, is a serious problem throughout gaming. In his rebuttal, Jason Killingsworth suggests this is excusable because it is akin to a game inviting the player to learn a kind of language unique to the experience, aka determining an enemy's weak point and using the appropriate bonus effect against it. This argument falls down on the fact that language relies on internal consistency more than any other human endeavour: if grammar, syntax and conjugation were defined by the illogical rules making up the foundations of many games, composing a single sentence would be an act of brain-destroying difficulty. Sometimes this incoherence can involve an enemy inhabiting a location completely nonsensical relative to their physical weaknesses, as detailed above, or it can be that their weakness simply appears entirely an entirely random choice.

You can see this in many different games, spanning all genres. It isn't just a matter of some games not thinking through their mechanics well enough, either: in everything from gameplay to world design, there's a noticeable lack of coherence in the way many games send messages to the player. I recently reviewed The Last Story on my CBlog, a game which features many of the cited issues in all aspects of its design. One of the most startling is the design of a castle which plays an important part in the game. I'll avoid important spoilers, but at one point the lead character manages to attend a royal event in the castle's ballroom. It's all very lavish and impressive, until you realise that the ballroom doesn't actually have a front entrance.

It's the room in the castle hosting the game's most vital ceremonial event, yet the only entrance is a tiny, narrow staircase behind the royal throne. Not only that, but to reach that point from the entrance, you have to climb a flight of stairs, make your way around the balcony, cross an exterior bridge to the opposite side of the castle, then locate the most innocuous of little staircases, more suited for allowing servants quick access between floors than ferrying dignitaries for a royal reception. Myriad other questions are raised about the design of the castle if you think about its layout for more than a minute. Many would argue that I'm nitpicking, but what does it say about the gaming medium's ability to tell worthwhile stories and build cohesive worlds if the developers are not even willing to consider such a fundamental absence of logic in a game's layout?

That's a problem with game spaces in general, which are designed to be exactly that - locations designed around the needs of a game, rather than worldly logic. The Resident Evil 2 police station is a classic example, yet while that game wears the ridiculousness of its environment on its sleeve - becoming endearingly hokey in the process - many other game environments are no more effectively designed as logical spaces, even if they try to disguise it through less conspicuously bonkers aesthetics. Half-Life 2 gets a great deal of praise for its world, yet still blocks players' paths with ridiculous obstructions and is laid out in a manner antithetic to any kind of convenient existence, with ridiculous 'puzzles' to clear and irritatingly circuitous routes designed to artificially prolong the player's time in a certain environment. All that is gained as a purpose built game space is immediately lost in creative credibility. Who cares about saving a world so obviously built around a single person, the player, rather than a logical outcome of its inhabitants' existence within their environment?



The same problem exists on a micro level too: why, in Xenoblade Chronicles (a game I love, incidentally), do the requests for rebuilding materials for one important side-quest bear no relation to what is being constructed? Okay, so it would be ludicrous to ask the player to ferry about hundreds of bricks and gallons of cement at a time, but if (for example) the project in question was the building of a house, could the architect at least ask for - say - a certain kind of rock and some kind of adhesive substance, rather than six feathers, three blades of grass and the hide of a mountain wolf?

Here's another: how many games highlight important locations with floating arrows, or circles of light, rather than attempting to communicate with the player through less conspicuous, illusion-breaking means? Again, such a criticism might appear pedantic in the extreme, but it's emblematic of the kind of shortcuts taken by game designers spanning the entire medium. David Lean didn't put a glowing arrow over Omar Sharif's head to mark his character's entrance in Lawrence Of Arabia, he subtly constructed the image to draw the viewer's eye to a certain point on the horizon. Assassin's Creed, on the other hand, lays down glowing cones of light to guide/force the player along a certain path, rather than finding a more appropriate method of direction. Considering how few game spaces are designed to be logical in their own right, the deployment of such techniques is nothing short of shambolic, illustrative of a medium lacking the communication language of the illustrious peers with which it so often demands equal billing.

Fiction works when it is based around a set of recognisable, relatable rules in logic and presentation. In taking such shortcuts, gaming is underselling its own capacity for telling stories and building worlds, with the medium being more suited to excelling in the latter category than any other. In gameplay terms, tighter design consistency allows more effortless communication with the player, in turn leading to more satisfactory experiences. If an enemy's weak spot has been arbitrarily decided, the player is merely following an order to quickly overcome an obstacle. The success is not theirs. If the enemy's weak spot is a logic extension of their design - shoot a bird in the wings to ground it, for example - then the player is able to gain greater satisfaction from being able to work out and implement the solution for themselves.

The same is true for all areas of design: an environment created solely for the purpose of hosting developer-set tasks will never be as inviting or fulfilling as one where the player feels part of a fully realised world. One of fiction's many pleasures comes from the redeployment of the familiar in exciting new ways: fantasy with its roots in medieval history, for example. If the seams are so obvious as to appear unreal, be it through illusion-breaking methods of signposting or nonsensical architecture, the user's relationship with that world can only operate on the most superficial of levels, as little more than an external participant in a game, rather than explorer of a new world. This matters less in abstract spaces (hence the mad construction of the Aperture labs being so much easier to accept, for me, in the barebones Portal than its narrative-driven sequel), but even the most far-fetched imaginative space must be defined by a set of rules clear to both designer and player. While Mr. Thomsen's snippiness in his critique of Dark Souls is uncalled for, if games are ever to be taken seriously as a worthwhile cultural endeavour, it is about time they started to take themselves more seriously as well.

What ho, Dtoiders! If you're so inclined to read more of my strange ramblings, you can follow me on Twitter (I'll follow you back, just mention in the comments if you go tweet under a different username), get updates from my blog on Facebook and, of course, be sure to pay a visit to Flixist as soon and often as possible! Thanks for reading!



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David Lean didn't put a glowing arrow over Omar Sharif's head to mark his character's entrance in Lawrence Of Arabia, he subtly constructed the image to draw the viewer's eye to a certain point on the horizon. Assassin's Creed, on the other hand, lays down glowing cones of light to guide/force the player along a certain path, rather than finding a more appropriate method of direction.

And yet, as we've seen with Half Life 2 (perfect example being the start of Red Letter Day), without pointers players are unrehersed actors who enter a scripted stage, improvising and breaking immersion if they stand on someone's pre-determined path.

Ghostbusters: The Video Game did a pretty good job of creating a character that let you bumble around, but left you a break in a group huddle or line-up, if you wished to look like you were part of the equation.

At the end of the day, sure, games have a tough time emulating cinema (God knows I toot that horn, often enough), but you have to remember that games are games first, movies second. There's no point comparing Lawrence of Arabia to Assassin's Creed because it's like apples to oranges.

Also, gamers are somewhat atuned to the screen differently to those of the passive gaze. They're constantly being engaged, need clear direction, need to interact. It's a different beast to the hand-off, continual, mental processing of scenes and mis-en-scene.
ohhhh... very nice! An excellent article! I think a lot of this is simply lazy design and it is taking awhile for some games to catch up with the tech that is now available to games. Games are now much, much bigger and have the ability now to create more comprhensive worlds. Often A.I. back chatter is able to provide information about the game's world and why some things are as they are... the books in Skyrim provided a similar function. Very tiny cutscenes (non intrusive) are also being used in some games that can provide this function. New ways of creating a more coherent world are certainly needed though!
As you point out, Lean's method would be almost impossible to pull off in a game due to the player's mobility. My argument was for games to develop their OWN unintrusive method of guidance for the player, rather than falling back on obnoxious red arrows and the like. The Lawrence Of Arabia example was to show how one visual medium has utilised its unique properties to develop such an elegant language of communication, and that games need to find its own distinctive way of doing so, without wrecking the integrity of the game world by taking shortcuts.
this shit is good
Xander, I don't frequent your blog near as often as is due.
I absolutely agree that games should establish their own internal logic and run with it , that's what makes so that you can figure out and perform some of the more satisfying deductions on your own, without the dev taking shortcuts like using the huge arrow saying - HEY STUPID , HIT HERE! But it all depends on the game, if the challenge is to figure out where to hit the boss than this can feel cheep, just like the bossfight where after 10 seconds somebody calls you or screams to you on your radio- Hit his legs duude! If on the other hand the challenge is to traverse the enviroment to get to this point it can still feel legit to use these things.

Also a game like Cavestory , set in a nonsensical world I think always should be modeled after how fun it will be to traverse rather than after the logical requirement that all the villages citizens can fit in their own respective cottages. But if your goal is to immerse the player like say Skyrim , then logic plays a greater part because the moment you notice that the guards phases in and out trough walls you'll most probably laugh , and most probably be thrown out of the feeling immersion that the game wants you to feel.
I'm about 50/50 on this topic. Sometimes I hate invisible walls, illogical fetch quests, characters that repeat the same lines of dialogue repetedly etc. Other times these archaic design choices make a game more enjoyable, I love it when a game screams out that it's a game sometimes. For instance No More Heroes is a game where many of it's technical faults actually made the game better. I guess it depends on what kind of game you're trying to make, and how you implement a certain thing. When it's an immersion breaking thing that could have easily been worked around, then it's an irritant, but when it's done to make game play more fun/less frustrating than it's beneficial.

Also I've been reading some of your past blogs, your writing is fantastic.
Thanks for the comments and faps, everyone!

@Elsa: A.I. chatter is a terrific example of a way to communicate with the player without breaking the illusion of the experience.

@Loic Jacobs: You know it, brah.

@Beyamor: I wish I could frequent the CBlogs more often, and write stuff exclusively for you guys like I used to... unfortunately I set myself way too much work recently so am trying to work through it all. Hopefully soon I'll be able to become a more regular contributor to the CBlog community again! Thanks also for any visits you have paid to my other blog, hope you enjoyed it!

@Kaggen / Scissors: I agree with much of what you both said. More abstract or stylised game spaces need not worry so much about avoiding the design shortcuts that irritate in games aiming for a more 'realistic' vision. As Scissors said, NMH (one of my all-time fave games) is a space designed to be inherently 'gamey', informing the meta nature of the action, so having ridiculous markers becomes part of the game's logic, rather than breaking it. I haven't played much Cave Story, but as a retro-styled platformer, it can get away with almost anything so long as its basic rules are reasonably consistent (e.g. the physics don't randomly change, or something). My post was more specifically considering the lack of internal logic underpinning games which try to create big, three-dimensional worlds in a pseudo-realist visual style. Arguably rules are more important to a fantasy genre than any other, because buying into the fantasy involves believing in its world as a real place. Hope that makes some kind of sense...
Oh man, Skyrim breaks all logic that is contained within the lore. The vampires are a great example. They almost identical to the ones in Oblivion yet the lore distinctly says that Oblivion's vampires are the ONLY ones capable of hiding in broad daylight among humans due to their disguise. The ones in Skyrim live under frozen bodies of water and can reach through solid ice to grab foes and are supposed to be monstrous. The disease is even called a different strain yet it produces similar results. Bethesda has been getting bad with this kind of thing.

Werebears are the most common type of Lycanthrope(Manbeasts or Were___s) in Skyrim but can apparently be warded off by rubbing Canis root on trees. So instead of putting in Werebears, Bethesda put in a bunch of Canis roots everywhere. Hmm, monster capable of ripping men in half or near useless alchemic ingredient? I guess they thought roots were cooler than bearmen.

I just wish they would pay attention to the lore that already has been clearly established as one way instead of modifying everything for ease of use. Hell, they could have still put in both types of vampires and the root with Werebears. Then there would be a real reason for everything. I could use the root to keep bears out of my hair and why would the vampires in Cyrodiil not move elsewhere like to Skyrim? My point is if you look at the Elder Scrolls series, you see with each passing game they remove yet a little more variety, until you come all the way to the bottom with Skyrim. I fear for TES VI: Whereverland because wherever they take it to, they will ignore almost all of the awesome minor details. Devs seem to enjoy removing some of the best features in their series and replacing them with half-assed remixes of the previous features. I might be a bit harsh when it comes to quality but I know I am not the only one who has complaints to make. I apologize if this is too ranty of a comment so I'll leave this.

TLDR: Skyrim is 1/2 of Oblivion, Oblivion is 1/2 of Morrowind, Morrowind is 1/2 of Daggerfall, Daggerfall is 1/2 of Arena.

Or rather, my favorite quote, " Morrowind was a better GAME to play, but Oblivion was a better game to PLAY."
To a point I agree, but in another sense I would argue that video games, in many cases, are all but required to toss logic out the window in order to remain both practical to produce and fun to play. To branch out a bit from your comments on castle architecture, one simple example I'd use is the frequent absence of bathrooms in game environments, especially in "fantasy" settings - in real life people need a place to take care of business, so you'll often hear jokes about how RPG characters in particular are constantly on a grand quest just to find a place to relieve themselves. So yes, putting bathrooms of some sort into a house/castle/whatever will, almost by definition, make it more "believable".

Two things I'd point out: one, those bathrooms (especially "believable" ones) don't create themselves, but require time and resources on the part of the developer to bring into being (especially if every location in town has to have several of them, as would likely be the case in reality). The same, of course, goes for any other aspect of a game - I think it's safe to say that, for the greatest odds of success, a developer must start, above all else, with a concept of how a game should play and then builds a world around it, rather than awkwardly shoehorning a game (or, tragically, a "game") into a preconceived world. Making both ends of the equation work is time-consuming and difficult even before you take into account the realities of publisher demands, time constraints, personal creative limitations and budget strings.

Second, how many games do you play (or, perhaps more to the point, would you even WANT to play) which make going to the bathroom a major part of the experience? Yes, in real life it's something you have to do pretty frequently, but when you boot up a game chances are it isn't something you want tagging along with you for the ride. Granted, it'd "make sense" from a practical point of view for characters to have to heed nature's call on a regular basis, but can you imagine how cumbersome that would be in almost any circumstances from a "solely game-focused" perspective? Basically, even if you discount the developer effort needed to create them, there's simply not enough NEED for them to justify their existence in the first place, unless you're absolutely obsessed with "realism" or the like.

As I said, I do concur with you up to a point (being able to figure things out "logically" without a tutorial or big flashing arrow is definitely something I'd like to see more of), but I would add that in its own way a more "believable" approach to game design can be just as alienating to the player as a more "traditional" one.

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