Showing posts with label internal logic. Show all posts
Showing posts with label internal logic. Show all posts

Saturday, January 10, 2015

#82: Kingdom Hearts 2: The Worlds At Large

Lately, I have been replaying Kingdom Hearts 2 via the Final Mix in Kingdom Hearts HD 2.5 ReMIX. As many of you are probably aware, I am a very big fan of the franchise. To that end, especially now that I am replaying the core games in the franchise, I have been thinking a lot about the franchise. When reflecting on many of the plots and central premises of the series, I began to notice some issues. Though I do have a love for the franchise, I must acknowledge the gripes I have with it. It is one of these gripes that I wish to more closely analyze this week.

Specially, what we will to examine are merely a few of the game's premises. They are as follows:
  • All worlds were all once part of a larger, united world.
  • Events in the past separated and segregated the worlds, with impassable walls of light.
  • “Special help” is required to bypass these walls and travel between worlds.
The more I think about it, the more I realize that many scenes in the mini-plots of the various levels call these central tenets into question. Some of the small details in these scenarios call into question, if not outright contradict, these three central tenets.

As an example, let us examine the scenario for Beast's Castle in Kingdom Hearts 2. This level comes from the classic Disney film “Beauty and the Beast”, and, as one would expect, takes place in the castle, owned by the Beast, from the movie. The castle serves as the entire location for the world, as indicated by the title. It is also home to not just the Beast, but Belle and the servants that were transformed into furniture as well. At a specific point in the scenario, the Beast asks Belle to leave the castle because he feels that he no longer deserves her.
For the purpose of this article, we will not be discussing character motivations or anything of the like. Instead, our discussion will mostly stick to the logistical issues regarding this request. Primarily, the issue at hand is that even if Belle wanted to acquiesce, leaving the castle, she has nowhere to go. The entire world she lives in begins and ends with the castle. Without some form of outside assistance, she has no way of leaving to another world. The only way she would be able to go to another world is if she hitched a ride on Sora's Gummi Ship. Since Sora and company are not allowed to “meddle in the affairs of other worlds”, this is not an option.
The other way to approach is to assume that there is a second part to this world that we never see in the game. Though I suppose it is certainly possible, it seems extremely unlikely. After all, the title of “Beast's Castle” implies that there is nothing else to this world. If there was, then the title would logically be a bit more broad, describing an entire town or village. Again, this is not to criticize the notion of Beast asking Belle to leave. This is merely exploring the fact that this request implies, in the best case, a whole different element to the level that likely does not exist.

Atlantica is also another problem spot that opens up this type of conversation. This world, like how Beast's Castle draws from “Beauty and the Beast”, takes inspiration from “The Little Mermaid”. In Kingdom Hearts 2, Ariel falls in love with a surface-dweller named Prince Eric, just as she does in the movie. Like the case of Beast's Castle, this raises some logistical problems with the base premises regarding the worlds and how they are separated.
Chief among them being that Prince Eric seems to come from nowhere in particular. Here, we encounter the opposite problem that we encountered in the Beast's Castle scenario. Instead of trying to explain how somebody leaves the world, we are trying to understand how someone could have entered it. Like before, it has been established that one cannot travel to other worlds without special help. Though it was possible in the original Kingdom Hearts, since the darkness destroyed walls between worlds, this is no longer the case. At the time of Kingdom Hearts 2, the impassable walls are present once more. Even with the ship Prince Eric sails on, he would not be able to travel to Atlantica from an outside world.
The other possibility, similar to the case with Beast's Castle, is that he hails from a location in the world not known to the player. Again, this is technically possible, but unlikely. Were it the case, there are additional questions raised. It would call into question Sora and companies need to transform themselves into sea creatures to blend in with the locals. After all, were there to be a whole area of surface-dwellers, one would just land there instead. Furthermore, the title, like in Beast's Castle, implies that the sole domain of this world is King Triton's undersea kingdom. Therefore, I would logically have to conclude that this hypothetical location that Prince Eric comes from is unlikely to exist.


Now, the existence of the contradictions does not necessarily mean that the storytelling, or even the plot itself, is invalid. What it does indicate is that the developers at Square-Enix had difficulty either in keeping track of their lore, or adequately explaining it to the writer(s) of these scenarios. This has been an issue for Square-Enix for quite a while. For better or worse, Square-Enix, and particularly Tetsuya Nomura, has now become infamous for convoluted plots and writing. While I do appreciate the desire to make intellectually stimulating stories that cause fans to audiences to think about them, the plot to Kingdom Hearts is frequently criticized for the many elements that can be astoundingly hard to keep track of without assistance. Still, the games are extremely fun to play. As for the 2.5 ReMIX, the added content makes it easy to recommend to anyone who has an interest in the franchise, regardless of whether or not one has played these games before.

Wednesday, August 22, 2012

#35: What is Immersion and How Do We Achieve It?


 Most of the people who play games agree that they are able to let us explore new and interesting worlds in ways that books or movies simply cannot, something I have discussed myself on several occasions. However, when we talk about this ability, the same word tends to crop up over and over again: This word is “immersion.” All gamers have at least a rough idea of what it is, but very rarely do we discuss the idea in any sort of meaningful way. This is my attempt to try and remedy that. My intention is to try to figure out how developers can increase the immersion of players in their games. First, let us define “immersion” for the purposes of this article. If we can nail down a definition, then it will be easier to have an informed discussion about it because we will all be one the same page. Immersion is the truest form of a willing suspension of disbelief. It is when the player feels like that he/she is an active participant of the video game despite knowing that he/she is not actually in the game. When someone is truly “immersed” in a game, they tend to think of the people and places depicted not as models and textures put together in a game engine with working physics and number-driven systems. Instead, they think of them as people who are in a world and doing what they do with a delibrate and driven purpose. Designers and developers usually strive to achieve this feeling of “immersion” for the end user. There are a number of tips and strategies that they use to make this happen.

One of the simplest thing people a developer can do to facilitate immersion is to maintain an internal logic and consistency in the setting, characters, and plotline. Please note that this is not a call for realism in games (I have already discussed that). It is simply saying that there should be a rationale behind every thing that is going on. The world must have its own rules and systems that it adheres to. As a general rule, if the world in question uses magic/technology and it adheres to a specific system, then it must never deviate from that system without some sort of contingencies set in place. For this example, let us say that we are talking about a fantasy world with magic that has a built in system of equivilent exchange (where every good thing that happens due to magic must be tempered with an equivilant negative side-effect and vice-versa). If in this world, a sorcerer successfully revived his dead wife free and clear with no downsides, then the player would (rightfully) call foul. Something that incongruous would need either adequate foreshadowing that alludes to the possibility of someone doing this (a skilled and powerful sorcerer can explain how that could theoretically happen sometime before the scene), hang a lampshade on it during the scene (someone points out in the middle of the resurrection that it should not be possible), or provide an explanation after the fact showing that the sorcerer technically did follow the rules and actually did sacrifice something dear to him in an equivilant exchange. These are all tools a skilled writer can use to explain away things incongruous to their internal systems and logic.

It is also worth noting that an designer does not need to worry about never breaking logic even once. It is bound to happen eventually. What they have to worry about is not breaking internal logic too often and not doing it with major plot events. Players can generally forgive a few minor errors and even justify them in their minds. However, take advantage of this fact too often, and the players will begin to lose immersion. This theshold at which the immersion is broken and disbelief is no longer suspended varies wildly from person to person. Therefore, a writer should be extremely careful when making major breaks with continuity. This internal logic also extends into characters and their motivations, so a writer needs to keep in mind what a character's personality and goals are when determining what the character should do in the plot. If game developers want to maintain the feeling of immersion, they need to define a rationale behind how the world works and maintain it to the best of their abilities. We accept that real world logic does not always apply. The problem arises when a world's own logic no longer applies to itself.

While the previous tip can be applied to any form of media in general, this next tip applies to games in particular. It is a very good idea to synergize story and gameplay as much as possible and avoid Gameplay and Story Segregation. One of the more immersion breaking things a game can do is give the player a situation that he/she could ordinarily overcome using conventional gameplay only for them to circumvent it somehow. One of most well-known examples of this in action is the death of Aeris/Aerith in Final Fantasy VII. In Final Fantasy VII, player characters are killed in battle quite often (depending on the player's skill, obviously). To revive these characters, there is an item called a Pheonix Down which revives them so that they can keep fighting. However, when Sephiroth kills Aeris in a cutscene, there is no ability to revive her with similar means. Her death is required for the plot to advance. They never once lampshade, subvert, or acknowledge the possibility of using items or healing spells, which is weird because Final Fantasy has done permanent-death for a player character before. In the fifth game in the franchise, the player's party is being attacked by the villain, ExDeath. To save the others, one of the party uses his crystal to gain powers well beyond what humans are capable of. He fights ExDeath and holds his own despite the fact that his HP is at 0 and he should be dead. After the fight, the others try to heal and revive him with common spells and items the player is quite likely to have. They find that he exhausted his power so throughly that he was beyond healing. He was a dead man. Furthermore, unlike Final Fantasy VII where Aeris dies and the player potentially loses a party member he/she trained at the expense of others, the designers of Final Fantasy V had the dead party member transfer his skills to his daughter, meaning that the player is not inconvienced by the plot's insistence of killing off a party member.

Some people reading this might view this as an extension of my previous point about willing suspension of disbelief and internal logic. To that I say, I am glad you are paying attention, because you are correct. The problem is that many games simply do not take that into account. Developers have an irritating tendency to treat the plotline and setting of a game as separate to the gameplay when that is simply not the case. Gameplay is a natural extension to the events at hand. It informs the player as to how the world they are now exploring works. If those mechanics are incongruous with the story or the setting, it makes the world look disjointed and players will be more likely to see the cracks.

Another thing that games can do to increase the likelihood of player immersion is to avoid something I learned about from Chris Franklin, also known as Campster, of Errant Signal fame (which you should be watching): “ludonarrative dissonance.” In layman's terms, ludonarrative dissonance is when themes and morals present in the game's storyline are directly contradicted by the gameplay. This is not like the previous point, where internal logic is broken. When this concept is invoked, the game's world can, not necessarily will, still be following its own rules, but it fails at upholding the underlying moral message throughout. It can even be presenting two opposing messages, one in the story and one in the gameplay, knowingly or not. This is often a problem in modern miltary-themed first person shooters. Many of them love to try to be serious commentaries on the harsh realities and reprecussions of war. However, at the same time, they appear to revel in the bloodshed and slaughter of hundreds of people that the player must defeat in order to advance. These two facts are in stark contrast with each other. Developers cannot talk about loss when directing the player to kill thousands of people, no matter how “evil” they are portrayed. The theme of the story is undercut by the morality presented in the gameplay where killing all the enemies is presented as a “good” action because they are terrorists and/or in the way of the player's objective. Though it does not affect everyone, this kind of contradiction can be extremely jarring to some people, breaking their immersion and even their enjoyment of the game.

The last piece of advice I have for developers seeking to facilate immersion in games is to simply make games that play well. There is a lot to be said for a game that is fun to play. When a player enjoys a game and is having an engrossing and entertaining experience, they are much less likely to analyze the plot and look for plot holes and logical fallicies/inconsistencies. On the other hand, if the game is boring and uniteresting to play, then the player will more often than not examine the story of the game in greater detail since that will be the only thing keeping their attention. It is not always possible to plug every plot hole or account for every inconsistency, so the best solution is sometimes to just distract players with good gameplay (as loathe as I am to admit it). If it is of high enough quality, then we are more than able to forgive a few mistakes or missteps.

Immersion is a difficult thing to achieve. It requires so many interlocking systems and conditions to come together in complete synergy. Furthermore, it also depends on the player and his/her mindset, which is inherently fickle. It is not possible for a developer to create a game that is 100% immersive for everyone. All they can do is facilitate immersion by creating as coherent and interesting a game as possible. Focus on building and maintaining an internal logic with both the story and the gameplay and how they tie into each other. While this seems like a tall order, it is much simpler than one might think. All it requires is going in and thinking about the story. Writers should ask themselves if there is another, easier and more sensible way for events to unfold and ask other people on staff and with a critical eye to take a moment and look it over. Many series have loremasters and dedicated wikis for that serve this very purpose. There really is no excuse for not doing something so incredibly simple.

Wednesday, April 11, 2012

#16: Realism in Games


Any game enthusiast who goes onto the internet is familiar with this particular topic. Everyday, someone, somewhere in the world argues that “games are not realistic enough.” Although this assertion is made often, it is a somewhat disingenuous one. When game players say that they want games to be more realistic, that is not exactly what they mean. They are referring to a similar, yet together different topic. This week, I am going to discuss realism in games: Why realism is an unrealistic goal and what gamers are actually asking for.

First off, I am going to start with a statement that will sound like common sense when I say it: A truly realistic game is never going to exist. Furthermore, nobody truly wants realism in games. A truly realistic game would be a game where the protagonist would die after taking a few bullets, health regeneration would take weeks, the player would have to maintain some source of income and pay bills/rent as they go through the story, etc. This would not be an extremely compelling game. This would be real life. This would be a chore. Also, programming and rendering this would be a complete nightmare. It would take many years before we got close to completely realistic and commercially available simulation programs. Players do not want to play through real life, they want to play through interesting and dramatic, yet believable stories.

That is the key. The audience does not want a realistic story. They want a believable story. That is a subtle, yet distinct difference. A believe story is one that might not be in line with the rules of the real world (and indeed, often will not be depending on the genre), but it does have its own internal logic, or continuity, that is rarely, if ever, broken. Even if it is broken, it is only in small, minor ways that do not have a significant impact on the world. This applies not only to the world itself, (as in, how its technology/magic works, political alliences/treaties, national pollicies, etc.) but also to the characters how populate the world and take part in the events of the story.

For example, in Fallout: New Vegas, the NCR, who is equipped with guns and hi-tech combat armor, is in a battle against Caesar's Legion, who is equipped with machetes, chainsaws, and football equipment (as armor). In real life, the NCR would dominate against Caesar's Legion. There would be no question: A bunch of semi-trained marksman would destroy a group of the best-trained melee specialists in football pads in a straight fight. However, by the systems in the game, this makes sense. Using melee weapons and/or unarmed are perfectly legitimate playstyles in New Vegas and many players use them (myself included). So when the Legion is shown to be in a stalemate with the NCR, players will not question it. While unrealistic in the real world, this still makes sense by the game's internal logic. We might question the motives and rationale behind the two factions, but we do not question that such a stalemate is possible.

This continuity extends to the factions for the most part. Going back to New Vegas, this is mostly done very well. The NCR has a believable motivation because they wish to annex New Vegas to both spread their democratic ideology and to gain the resources of the area, notably Hoover Dam and the electricity generated by it. However, they have a streak of over-expanding and spreading themselves too thin. Meanwhile, Mr. House wants to keep control of New Vegas in order to keep making profits from the NCR and use that profit to advance humanity technologically and possibly space-ward. The trade-off is that he will not tolerate any faction who openly opposes him and will instruct the player to eliminate most of the minor factions in the game. These are both interesting motivations, goals, and drawbacks that the player can wrap their head around, understand and possibly support.

However, the Legion does not have a similar consistency. Caesar's Legion is a faction that subjugates tribals and adds their men and women to the army and the slave workforce respectively. They are also known for rejecting advanced technology in favor of primitive weapons like machetes and chainsaws and basic firearms like repeaters and SMGs. The tradeoff being that while the concept of individual liberty and freedom does not exist, the people are generally safe because bandits wouldn't dare to cross the legion. With regards to behavior, members of the legion are taught the ills of the society of the NCR and of New Vegas. They shun anything to do with these things in favor of a less advanced, and more demanding lifestyle, hoping to destroy the NCR and Vegas. With regards to their soldiers and general populace, this is fairly consistent. However, when you get into the upper echelons of Legion society, it begins to falter. Firstly, something that the player is able to discover as the game goes on is that the Legion utilizes systems of spies in both Vegas and the NCR. Far from shunning these places and demonizing them, the higher ups place people in places where they can influence the people there and possible steal some of the intel/technology in the area for themselves. As if that was not enough, with a high enough Medicine skill, the player and diagnose Caesar with a brain tumor. His response to this would naturally be to avoid modern medicine and try to heal himself through more primitive means or even to prepare a successor. Nope! Instead, we asks you to fix his Auto-Doc (Its a robot doctor.) so that he can use advanced technology to heal himself, going against his core anti-technology principals.

Going on the anti-technology front again, this continues to be illogical when the player asks why Caesar does what he does. He wants to use the ancient Roman Empire as a model to form his own. Thus, we reverts to using old technology. However, this does not make sense to those who have even a surface level understanding of history. The ancient Roman were not anti-technology. In fact, they were about as pro-technology as you can get. The shamelessly ripped off any good/useful technique/technology from their neighbors if it meant that they could do better. So by abandoning technology, Caesar is spitting in the face of the very system he is trying to emulate. Everything he does seams to contradict something else he is doing. The net result is that he breaks his own internal logic and becomes a caricature that no sane person would get behind. For a world as beautifully crafted as the one in New Vegas, this is tragic.

Realism as the dictionary describes it will never be a part of video games and for good reason. However, this does not mean that gamers are wrong to keep asking for games to be realistic. In fact, it is important for the audience of game developers to keep them honest and make them abide by their own internal logic. It is still very important to maintain a level of consistency and believability with the world and the characters. This is just another part of storytelling. Game developers would be wise to remember this.