Showing posts with label Spec Ops: The Line. Show all posts
Showing posts with label Spec Ops: The Line. Show all posts

Wednesday, November 14, 2012

#46: The Distressing Implications Behind “Hepler Mode”


A long time ago (at least 350 internet years, which translates to around one year ago on October 2011), a writer at Bioware named Jennifer Hepler was the object of immense controversy. At the time of this incident, one statement is particular was brought to light that she had made six years ago: She had told interviewers that she wished that developers would more often include more “casual” difficulties for people like her that do not necessarily enjoy playing video games, but like to be engaged in a good story, in which the gameplay sections are skipped in order to go from dialogue to dialogue. Though at first I was in support of this “Hepler Mode,” in time I began to change my mind. This is not to say that I am against making easier difficulties for new players. In fact, quite the opposite is true in that regards. In the past, I have been vocal in my support of simplifying systems and allowing for adjustable difficulties to facilitate a variety of player skill levels. No, the problems with this “Story” mode are related to the underlying assumptions that are implied by the idea.

The fact that this has even come up in discussion is proof of a fundamentally poor design principal which is prevalent in the gaming industry (and honest probably has been for quite some time), which is that story and gameplay can and should be allowed to exist separately. This line of thinking is prevalent in video games of all types, from shooters like Call of Duty, to open-world games like inFamous, and even Western-style RPGs like Mass Effect, which have choice and consequence as major themes and mechanics. In many of these games, there is a clear divide between the moments where the player is engaged in the story and is advancing the plot and the other moments that consist of mostly shooting mooks or other gameplay elements. These sections where the game is nothing but intense combat seem to have no real impact on the outcome of the events and exist merely to extend the length of the game. Mass Effect is a clear example of this in action. In every Mass Effect game (and many other Bioware games if what I am told is true), despite the choices the player makes and the changes to the overall timeline as a result of these choices, the player will always play through the same levels with the same enemies. The only thing that the player can do to change up these encounters is to play as a different class and/or bring different squadmates along. The opposite of this phenomenon is also true. No matter what class the player chooses, who they bring on missions, and what they do during combat scenarios, the story will never be affected by it. Each of these two sections of the game exist, for all intent and purposes, independently of the other. This is not how games should be designed. The gameplay and the story should exist to supplement each other. They should be so entwined as to be nearly inseparable. Interaction and choice are the biggest strengths of the medium. In order to use it to most effective tell a tale, designers need to keep this in mind. Spec Ops: The Line is a fantastic example of that (which will be left vague because of spoilers).

The other error in the underlying assumptions of “Hepler Mode” is the question of who this kind of mode would be aiming for marketing-wise. What I mean by that is that Jennifer Hepler notes that one of the reasons this kind of mode of play would be needed is that there are people out there that do not like video games, yet are interested in a good story. Ignoring whatever opinion you may have of Hepler, why would a game developer or publisher even make an attempt to capture a market that literally has no interest in their products? What would be gained from that? Any interest this non-gamer market would have in video games would be superficial at best. This is not the same thing as attracting people who may have an interest in games, but are put off by the (admittedly high) barriers of entry like consoles/PCs, price of games, and complicated control schemes aimed at those familiar with other games. That makes sense. What does not make sense is marketing to people that literally have no interest in the medium at all. Doing so is a recipe for disaster and one of the easiest ways a developer can piss away the good will of its fans. If the target demographic has no interest in playing games, then the odds are that they will not even know the publisher is marketing to them, let alone have any interest in the games being marketed.

This problem with “Hepler Mode” is not that it is an unsound concept, but rather that it should not be. If the combat system wears down most players so much that the vast majority of them are asking to skip it entirely, then it may be a good idea to revamp the systems of the game to make it more entertaining. It is up to designers to make tough calls like editing, revising, and even removing features or parts of levels in order to improve the overall experience because that is what they are paid to do. The gameplay is just as much a part of the experience as the storyline. To give players the option to skip gameplay is to concede the video games are nothing more than movies with playable segments in between shots. That is not acceptable! It goes against the very strengths of the medium. Games are at their best when they embrace their nature as interactive media and utilized it to the fullest. While this is an old issue, it is still an important one nonetheless and I hope that lessons were learned from it.

Wednesday, October 24, 2012

#44: Standing By Your Work: Why Video Game Development Takes Guts


It cannot be disputed that gaming has grown to become a legitimate form of expression and speech. Over the years, it has acquired a legitimacy previously in dispute and constantly vied for by developers and publishers. Now that the Supreme Court of the United States has rendered its ruling on the matter and sided with us, the gamers, this is no longer a matter up for debate. Despite the fact that we have reached this point, it seems that developers can still be susceptible to the pressures and influences of the media and major news outlets. It is not the norm for developers, but it does happen often enough and gamers can get caught in the crossfire when it does. This week's article is dedicated to these instances and what is wrong with them. Instead of my usual format where I make a sweeping general statement and then support it with facts, I will do things in reverse. I will outline three different cases and then tie them together with my point in the end. Now, without further ado:

The first case will be talking about was somewhat controversial when it was announced: Six Days in Fallujah. Many of you many have heard of this game, developed by Atomic Games, a company that specializes in war games like the Close Combat and World At War series. The story behind the creation of this game is a very interesting one. One of the many divisions of Atomic Games was contracted to create a set of training tools of the Marine Corp of the United States. In order to do this, Marines from the Third Battalion, First Marines were assigned to them. In the midst of development, these Marines were deployed to the Battle of Fallujah. After returning to continue development, the Marines themselves requested that the developers make a game about their experiences during this conflict. From that request was born the desire to make a realistic and true-to-form tale of what the soldiers go through, based on actual testimony and experiences from returning US Marines, Military Officials, and other experts of combat in the modern age. While actual gameplay footage of Six Days of Fallujah, at least the footage I found, reveals very little about the game itself, Atomic describes it almost as survival horror game. Players were to assume the role of a company of soldiers in the Battle of Fallujah, going through the mission in a way that actual soldiers would go about it. This would entail constantly being on edge and being unable to predict what could come at the player next. The player would have gone up against tactics used by enemy insurgents and combatants in real world conflicts. It was to depict the physical and psychological toll that war takes on the people involved, similar in a sense to the more recent Spec Ops: The Line, although with an even stronger grounding in reality. This game was originally going to be published by Konami. However, on April 27, 2009, they backed down from the project when faced with pressure from media in the US. The outcry came mostly from the parents of soldiers who lost their lives in the conflict speaking out against it for fear that they would not treat the subject with respect. Because of all of this, the developer was left to fend for itself. Though the game has long since been finished, Atomic has yet to find someone willing to publish it. To this day, they have been reduced to a minimal crew of few people and are still trying to find someone to help them bring the game to the public.

Our next case was much luckier than Atomic, but it is still a very telling one. We are going to talk about the reemergence of the Medal of Honor series, now published by EA and developed by Danger Close Games. Before the days of Call of Duty's dominance, in the time of World War 2 shooters, Medal of Honor was one of the top dogs in the FPS genre. When it was going to be reawakened in 2010, people were naturally curious about the subject. However, one design decision in particular caused controversy. In the game's multiplayer mode, instead of making one side a generic, nameless terrorist organization, the game was going to mirror real life warfare by making them the Taliban. The problem arose from the fact that this meant that many players would inevitably play as the Taliban's forces against representations of soldiers from the United States and its allies. Faced with pressure from different groups, and with US military officials banning the sale of the game on their bases, Danger Close and EA folded, changing the name of the terrorist group in the game to the OpFor (Opposing Forces). Though the game did reasonably well, it was far from one of the top sellers. With the exception of the controversy surrounding it, there was nothing noteworthy about it and it quickly faded into obscurity until the sequel emerged.

This last case study differs greatly from the first two. Not only is this one not, strictly speaking, a war game, but it also did very well in many aspects. Nonetheless, it will follow the themes laid out in this article and needs to be discussed. One of my favorite games to discuss and criticize, this one will be an old hat to returning readers of my series: Mass Effect 3, published by EA and developed by Bioware. Now, given the circumstances behind the last two cases, I think all of you can guess what I will be discussing here. When Mass Effect 3 was released to the public earlier this year, it was highly praised for the most part. People were enjoying the final chapter of the franchise. Then, all of us reached the ending of the game. This caused people to... react... negatively. Rather than defend their work with logical, well thought out arguments, Bioware initially decided to hide behind the veil of something as obscure and meaningless as “artistic integrity.” Later on, they recanted their previous statements and released the Extended Cut version of the ending. This was not a change to the ending, but rather a revision of it. While this revision is generally a good one, combined with the response from Bioware to the response of the original ending, it called the developer's practices into question. After the issues people had with Mass Effect 2 and Dragon Age 2, along with the Day 1, On-Disc DLC of Mass Effect 3, Bioware was on thin ice. The way they handled the ending of the franchise proper was not helping to smooth this over.

So what do these all have in common and what is this building up to? Well, it is pretty simple. While cases like these three are fairly rare, they do and will probably continue to happen, meaning they need to be called out now so that developers and publishers can learn from them. All of these games had controversy surrounding them and the developer and/or the publisher was responsible for mismanaging the controversy and doing for harm to the product and brand than they needed to. In the case of Six Days of Fallujah, Konami failed to address the naysayers and instead opted to sever ties with Atomic. They could have easily decided to stand by the game and addressed the critiques of the project. Going in, Konami had to have known that this kind of reaction was possible, they are not stupid. It would have been necessary to make a plan to address this. Since the developers seemed to have known what they were doing, it would have been easy. Spec Ops: The Line later proved that games can and should address the subject of war from an pessimistic and cynical point of view as opposed to the military bravado expressed in games like Call of Duty: Modern Warfare. They did not support the statement this game would have made and decided to abandon it, washing their hands of the whole affair.

In the case of Medal of Honor, gamers stood up for EA and Danger Close. We as a whole felt that it was okay for them to make the move to have the Taliban as part of the multiplayer mode. When they decided to cave into the pressure and change the Taliban to the OpFor, they lost any support that they had. Once they no longer stood behind their product and their decisions, gamers could no longer do so either. They had felt betrayed that they had stood up for EA and were then left in the dust. This brought negative attention and spite to the Medal of Honor brand that it could never truly recover from, even if the game itself was not as mediocre as it was. The US Military still refused to stock the game in stores on their bases well after the developers made the change, meaning that it was for naught. All that Medal of Honor left it its wake was bitterness, and its okay sales reflected that.

As for Mass Effect 3, like I said, Bioware initially did their best to respond to the criticisms and stand behind the ending they created. However, instead of using logical and sound arguments to support the ending like the themes it was supposed to represent, the obvious lack of resources and time, etc., they chose to use “artistic integrity,” a useless phrase that has no meaning. Then, they released the Extended Cut as a way to “clarify” the ending, changing a few scenes and ret-conning the destruction of the Mass Relays. Neither one of these reactions was good and both brought the wrong kind of press to Bioware's doors. By hiding behind “integrity,” Bioware opened itself to many criticisms and made itself look pretty weak all things considered. And then when they released the Extended Cut, they sent out another subtle message to their fans. By changing the ending, they show, perhaps unknowingly, that they did not fully endorse the product they were sending out initially. If this was indeed the case, then it should have never been released in the state it was in. Just like with the case of Medal of Honor, if Bioware cannot support the game they release, then how can they expect fans to do the same. One of two reactions could have helped to mitigate the damage. Bioware could have fervently and forcefully stood behind their ending. While, as a detractor of the ending, I would not have liked that reaction, I would have understood it, accepted it, and finally moved on after awhile had they supported it enough. The other possible reaction was to simply admit that they made a mistake. Telling the public that they took a risk and it did not pan out is not the most pleasant thing to do, but it would have reduced tensions. Gamers knew something was wrong with Mass Effect 3, they are not stupid. Saying that would lay many fears to rest, since the imagination can often times can be worse than the real thing.

The underlying moral behind all of these issues is that people involved were not willing to stand behind the work they did and caved in to pressure. In all of these cases, doing so led to a generally weaker position for each of these projects and negatively impacted them in some way. Let us all be honest here, making games is not a science: It is very much a creative endeavor. As such, it important to have courage when developing games. In much plainer language, if developers and publishers do not have the guts to stand behind what they make, then they have no business being in this industry and need to remove themselves before they grow bankrupt. Making safe bets and following the leader will not work here. It takes ambition, creativity, passion, and guts. Bowing to pressure is the biggest indicator that companies do not belong in the industry. This is something I feel strongly about, and I would hope you all do too.