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I, the Author: I, the Metanarrative photo
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[It's time for another Monthly Musing -- the monthly community blog theme that provides readers with a chance to get their articles and discussions printed on the frontpage. -- CTZ]  

(Before I begin, I should acknowledge that my latest addition under the category of Monthly Musing could not be labeled more appropriately, as it is indeed a musing; a self-indulgent piece based in whimsy. I'm stretching the premise as thin as it'll go, and I hope people will see enough of a connection to justify the claim.)

“You don't get better playin' MMO, okay? Your CHARACTER grows up, but what are you- what- what do you get- what do you get? Skills? You don't get anything out of it, you know? It's like, what about you? YOU! YOUR character, you know?” - Jeremy (Jarett Cale), Pure Pwnage

At some point during my teenage years, I started to observe my life in intellectual and social shifts. Something like eras of paradigm (or, perhaps, axis would be better) around which I could recognize a significant difference between the “me” before and the “me” after. This concept has always fascinated me as I believe that one's own self is easily the most interesting and the most observable subject a person can study

So it is that the concept of intelligence became important to me. I've always attempted to reign in my instinct to believe myself “very” or “more” intelligent, as well as remember that intelligence is more qualitative than quantitative (though I often forget, and sometimes act a fool). Just the same, I like looking back on my life and recalling periods where I didn't know jack shit about some random thing, as well as the feelings of “how could I ever possibly know this”, then feeling secure in the fact that it's no longer so foreign or daunting to me.

Take Guitar Hero for example. When I first played it, I started out on easy, as did most of the people I personally knew, though some of them were already playing at more advanced levels. I'd see the blue and orange notes and think, “yeah right, that's nuts”. Then I'd see my friends “hammer-on” or “pull-off”, at which point my mind would be blown and my confidence would be shot. But I ENJOYED playing the game and, over time, I got better. So much so that I'm able to recognize exactly when and where I picked up each individual mechanic and what lessons I have yet to learn.

Now I've been trying to learn to play an actual guitar for some time and haven't given it as much dedication as I really could. A lot of the reason for this is that it simply intimidates me. Or, at least, it used to.

Due largely to my faux-guitar development in Guitar Hero and Rock Band, it's that much easier for me to look at mechanics that are entirely alien to me, and think of them as attainable skills. Granted, with a real instrument, I have to account for much more time and commitment, as well as more frustration in an environment not designed to immediately reward me for playing. But suddenly it doesn't seem so impossible, so out of reach.

Now, while Guitar Hero is a good example of how a skill-narrative can indirectly translate to practical, real-world experience, there are also those games whose skill-narratives apply only within their intended virtual environment, though they might sometimes also help to hone your deductive/inductive reasoning abilities. These games, in addition to their plot, also assist in telling a story about how you, as a person, develop skills that better enable you to navigate or succeed inside their mythos.

I think that the most obvious example of this would have to be Braid. This is a game that, from a skill-narrative point of view, presents itself in the most logically progressive fashion. You're fully steeped in the game's basic mechanics from the title screen itself, which just so happens to be my favourite form of instruction:

Hey, here's the game. Push buttons. Figure shit out.


Mind you, Braid is EXTREMELY cooperative and encourages you to beat it at every opportunity. The worlds are designed and distributed such that they represent every emotional theme, while also appropriately introducing their own isolated super-mechanic, allowing you to develop your skills and understanding at a gradual pace. This essentially assures that by the time you reach any particular puzzle, you SHOULD be prepared to solve it with relative ease of thought, though not necessarily with ease of execution.

Arguably, Braid is -- in its entirety -- a tutorial. Once you've finished, your understanding of the worlds and their rules is virtually complete (barring star collection). You walk away from Braid seeing most of the puzzles' solutions as self-evident, and would otherwise be at a loss were it not for the progress you've already made.


Portal is quite similar, but adds to your “story”. Whereas Braid gently holds your hand through to the end, Portal's first “half” offers a controlled environment “tutorial” in which you can learn everything you need to survive, and then looses you into the remainder of its world, encouraging you to find your own solutions to the puzzles and obstacles in your path, no longer explicitly implying any particular “right” answer.

In fact, once you've completely mastered the mechanics of Portal, you can play through it again, noting opportunities to solve areas in ways FAR superior to and entirely different from the way you might have the first time.

No matter how many hours you invest in these (or many other) games, your success will have little to do with how many side-quests you've completed, how many pieces of armor you've found, or how many times you've upgraded the stats of your character or weapon, but rather skills you've personally developed during gameplay. What they offer is the unique opportunity to look back and recognize actual, marked improvement as a player, as well as the confidence to enthusiastically tackle new concepts or challenges in your own life.

At least, as far as learning the guitar goes, that's something they've provided me -- a new chapter in the narrative of my own life.








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13 comments | showing # 1 to 13
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Ascythopicism's Avatar - Comment posted on 07/21/2009 06:25
Ascythopicism
An "intelligent post" that's actually intelligent? On my Destructoids? Thank you for this.
Elsa's Avatar - Comment posted on 07/21/2009 07:55
Elsa
Nice twist on this month's theme!
Sean Carey's Avatar - Comment posted on 07/21/2009 08:20
Sean Carey
I can relate to the "paradigm shift" type of self-reflection you referred to. My criteria for my success as a human being is if I can look back at who I was a year ago and go, "Man, I was a dumb-ass!"

If I can't, I know I have some work to do. Nice post. :)
Monodi's Avatar - Comment posted on 07/21/2009 14:46
Monodi
I feel like this will steal frontpage. Also, ow my head.
pendelton21's Avatar - Comment posted on 07/22/2009 00:39
pendelton21
Congrats on getting Topsauce in today's Cblog Recaps!

Love the article. Anything to get me to think of my life more like an RPG is great!
Sentry's Avatar - Comment posted on 07/22/2009 12:29
Sentry
Thanks for the kind words all.

Honestly, I'm a little bit disappointed with how it turned out. Somewhere in the middle of writing it, I completely lost track of what I was going for, and I think I may have ended up accidentally merging two separate concepts I'd been wanting to write for a while.

But I'm learning. Thank you for the encouragement!
Lenore Coffee's Avatar - Comment posted on 07/22/2009 20:20
Lenore Coffee
The first paragraph reminds me of my Master's Thesis (on consumer identity construction), and the rest about the next blog I want to write about EP. Don't try to connect the logical dots, my friend, or rather the lack thereof-- noodle is over-cooked.

But I agree...very interesting spin on the theme and something you'll regret as you've now become a research subject for my dissertation. :D
Sentry's Avatar - Comment posted on 07/22/2009 20:37
Sentry
True fact: I've always wanted to be a research subject.
Andrew Kauz's Avatar - Comment posted on 07/22/2009 23:01
Andrew Kauz
Portal was definitely a learning experience for me. It amazes me that even though I've played countless games in my life, sometimes a game will come along that I feel like I have to really adjust to in terms of getting the hang of it. I wish more games were able to do that.
DaedHead8's Avatar - Comment posted on 07/23/2009 00:01
DaedHead8
Looking back on times when I was ignorant about certain things is a favorite past time of mine. I often wonder what it is I don't know right now that will amaze me in 10 years.
Sean Daisy's Avatar - Comment posted on 07/23/2009 06:44
Sean Daisy
I love how Portal and Braid essentially ask you to start at zero prior knowledge: manipulating portals or the flow of time is rarely used in games and the introduction of a new way of thinking is especially exciting and is truly one of the great joys of videogaming. I'm looking forward to titles such as Hydrophobia and Screibblenauts providing much the same thrill.
akathatoneguy's Avatar - Comment posted on 07/23/2009 13:25
akathatoneguy
@ Sentry-

The same thing happens to me a lot when I actually DO write here. I usually come up with (what I think) is a great concept and then my actual article strays a bit or, in my mind, doesn't live up to what I had imagined.

Great article, though! I love the idea of games that teach you on the go, too. Agreed on Braid...I never thought of the complete game as a tutorial, but it really is. I love "sneaky" tutorials where they don't actually spell out what they're teaching you and you learn on the go without being condescended to.
X-angwin8r's Avatar - Comment posted on 07/23/2009 13:37
X-angwin8r
Ouch. My paradigm shifted without a clutch.
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