Well, I'm back after a long and somewhat miserable Christmas
and New Year with perhaps one silver lining.You see, one of my big presents for Christmas in 2012 were some Amazon
Gift cards, which I promptly used to get a few older games for my collection.One of these games was called Koudelka and
I've spent the last few weeks playing it.When I finished, I had two big thoughts about Koudelka.The first, was how much the fixed cameras
annoyed me, having to constantly switch perspectives and being only able to
move and see within a specific area.And
the second was how much I enjoyed the atmosphere, because the fixed cameras
kept the game very focused, very intense, and with a lot of details for a
relatively unknown release at the time.As such, I wanted to talk a little about fixed cameras.
Sure don't make em like this anymore. More's the pity...
Fixed
cameras were used in place of free moving cameras for a number of reasons in
the early days of 3d gaming.There were
limitations on how the camera could or should be moved without having it
dissolve into the scenery or cause graphical distortions, it meant having to
create less environments since you could basically show the player exactly what
you wanted to and how you wanted them to see it, it was easy to use for puzzle
mechanics, etc.However, once free
moving cameras using the second analogue stick of most controllers became the
norm, fixed cameras sort of fell out of fashion, associated more with the tank
controls of Resident Evil rather than the atmosphere.I think this is a mistake.Now, I'm not saying that everything was
better with fixed cameras.They had a
number of issues and limitations.But,
they were a specific kind of tool for a specific kind of job.And I think that, like most tools, there is
an art to wielding it effectively that too many people are unaware of.
A fixed camera shot like this is highly atmospheric, showing the characters as small compared to the monstrous laboratory around them. Without any words, this shot conveys exactly the emotions we should feel when we first walk into this lab.
Fixed
cameras, to me, are a little like cinematography tricks.They can be used most effectively for
emphasizing mood.Placing a camera at a
low angle can make the main character seem larger than life, either to
emphasize power or to deceive them about what is coming.Placing it at a higher angle can emphasize
weakness, useful for chase sequences or introducing elements that could harm
players.It is key in showing rather
than telling a player how they ought to feel. In this same vein of thought, I am reminded of
an adage which made me truly appreciate cinematography.
Putting the monster in the forefront and having it come in after the character de-emphasizes the player, making them seem weaker and unprepared for the larger than life beast coming at them. Why don't we use these cinematography tricks as much anymore?!
Bob Chipman, also known as Movie Bob on the Escapist, once compared the original John Carpenter's "The Thing" to theremake/prequel in 2011.While he praised
the original's practical effects, as having something to interact with in a
movie always seems more natural than CGI, he said something else that caught my
interest."A lot of the old
practical effects only looked good from a certain angle, so they forced film
makers to shoot in a very specific way."Fixed cameras are a lot like that idea.There are some scenes which will have more meaning or will only make
sense if viewed from a specific vantage point.This is one of the driving ideas behind extended cut scenes in
gaming.However, because fixed cameras
no longer limit how a scene can be shot, many developers seem to be getting
sloppier with their work, at least in my eyes.They haven't learned the basics of framing a scene.If you want to talk cinematic game design,
that is, game design that takes cues from cinema, fixed cameras are an
important tool.Because they are
basically like looking through a camera in a movie that the audience cannot
control.
Crappy CG of the 2011 Thing vs gorgeous practical effects of John Carpenter's version
Not hard to see which took more effort to create shot to shot, is it?
Another
benefit of fixed cameras comes from developers on a limited budget.Most game designers like to break into the
games industry using 3d games based off of existing engines.However, this leads to a small problem.You need to model and texture every wall,
every floor, every ceiling, and every piece of furniture, plant, npc, etc. in
any given area.If they used a fixed
camera, only one vantage point would need to be modeled because that would be
the only vantage point seen.It could
save on development time and on costs.However, because of how easy it is to misuse fixed cameras, they would
need some basic skills with cinematography, as outlined above.
Take a good look at this scene. A free roaming camera would need the whole room to be crafted from all angles. A fixed camera only requires three walls, a floor, and some ceiling fixtures from only one angle. Which do you think is cheaper to make?
Because of
that, I actually believe it might be useful for many aspiring developers to
start with fixed cameras.Use them to
create more inexpensive 3d games and learn some basic cinematography
skills.One thing in particular I think
that not only aspiring developers but even seasoned veterans could learn from
fixed cameras is the adage, "Is it necessary?"In the modern games industry, excess is a
major problem.Everything, from
characters to environments are overblown, over designed, and often garish.Ask the simple question of, "does seeing
all this do anything for the player?"Fixed cameras are all about economy.What can be in a shot, what developers need to create for that shot,
what can be conveyed with that shot, etc.I think that going back to basics might help with some of the excess,
slim down the games industry from the bloated monster needing to churn out
cookie cutter AAA hits into a leaner, more experimental beast that is unafraid
to try something new.
I love Darksiders, but look at this image. This is the basic armor. Do we really need all those lines, details, and polygons on the basic model? Is it necessary at all? Why?
Koudelka
was, for it's time, something new.It
was a survival horror tactical RPG, the likes of which were seldom seen after
and have all but disappeared in the modern era.However, it was not alone in using fixed cameras.Resident Evil, Parasite Eve, even Final
Fantasy pioneered using fixed cameras and did so with smaller, more capable
teams than what the industry currently requires.A part of me yearns for the experimental days
of game design, with the atmosphere of a survival horror game being punctuated
by a fixed camera showcasing just enough space for a window to break and a dog
to leap through or an RPG showing you a gorgeous vista from the only angle that
it actually can be gorgeous from.
Koudleka wasn't the only game to benefit from the use of fixed cameras. Parasite Eve, Resident Evil, and countless others were made better through the focus they provided.
Lackluster quicktime events more suited for an action game than Resident Evil 6...you SURE you don't wanna go back to fixed cameras, Capcom?
I think
fixed cameras are an under utilized tool.Even if they were done out of limited graphics, not every game needs to
look as pretty as Halo 4 or Call of Duty 4.It is okay to have a game with limited, even polygonal graphics if the
gameplay and/or story is solid.After
all, look at Minecraft.It is blocky, it
isn't the shiniest or most impressive of graphics, and the monsters are almost
laughable, but it stands on its own because it is fun.Sadly, even indie designers prefer to avoid
using fixed cameras by using user controlled cameras or games that cannot make
use of it, like 2-d games.
Not every game has to be this sleek to be good
Closing out
this discussion, let me just say two things.First, I encourage people to try and release more games with fixed
cameras, provided they can do it right.Older Playstation and N64 games with these fixed cameras, and even into
the PS2 era, were able to be more experimental, use them in unique ways, or
just create a riskier game with them because there was less of a cost
investment due to not having to make as many environments.There's no reason why indie developers or
even mainstream developers and publishers, Capcom, Square, Konami, etc. can't
use these advantages to take a few risks, test the water with new properties,
or just do something new.If it costs
less and it fails, it's less of a risk.If it costs less and it succeeds, you get a high return on a low
investment.If you put all your money on
the big AAA games or the samey numbered reiterations of sports games or what
have you, then...you're asking to fail when the industry eventually turns on
your "tried and true" game design.
Where have all the fixed cameras gone? As time passes...
Second, I
want to say this.Don't feel like you
HAVE to used fixed cameras.They are a
tool and a useful one, but not for every game.A game like Contra Rebirth or New Super Mario Brothers Wii U don't need
a fixed camera and would actually be hindered by it.However, understand what you can do with a
fixed camera.The cinematic way of
building atmosphere without giving exposition or even having the characters
speak at all.How one shot can say all
that it needs to in order to make a character in awe, uneasy, or at peace.Because those skills will help immensely when
the time comes to use the free moving cameras, since you'll know how to frame a
shot.
Not every game NEEDS a fixed camera, but the lessons you can learn from them shouldn't be forgotten.
Fixed
cameras are part of the game industry's history.We shouldn't forget about them.We should learn from them.Learn how they were used and to what effect.It will undoubtedly help game design in the
long run.
Anyway, that's my take on fixed cameras.Yeah, they can be annoyingly restrictive at
times, but sometimes a game NEEDS to be restrictive to convey the right
message, mood, or atmosphere...or keep costs down.Something to remember.
It's the
start of 2013 as of this post and since so many others are making awards lists,
or something similar, I figured I may as well do the same.However, top 5 or 10 lists don't necessarily
give the attention to games and their faults or merits that I think they
deserve.And, since this blog is meant
to be something both for instruction as well as enjoyment, I figured I would
try something different.So, we will
have 9 awards.4 good, 4 bad, and one of
a more personal nature.First, I want to
say that this is restricted to games that I have played this year.Second, I want to add that each game will
have a small discussion after it to justify it.Third, I will try to limit this to games released in 2012, but
ultimately, it comes down to games I played in 2012, even if they were released
earlier.And fourth, since this is my
blog, the final award will be for something special that many people may
disagree upon.However, I believe it is
one that deserves attention even above all the others.That said, let's get down to it.Starting with the positive awards.
Most Moving: To The
Moon (PC)
To The Moon aims for
a look similar to a 16-bit RPG.However,
this is largely a deception.The game is
more akin to a point and click adventure title which takes you through the
unique premise of re-writing memories of a dying old man to give him his one
last wish.The game is wonderfully human
in it's narrative, throwing in some truly moving character bits with three
twists near the end of the game that I won't dare spoil.There are elements of tragedy and comedy in
this piece as the player guides two scientists through the old man's memories,
making snarky comments when they can and joking, but also being very somber and
serious where appropriate.This game is
about as emotional as anything can get, but sadly, only for the first playthrough.Still, it is well worth the price of
admission and proves that there is still a place for adventure games, provided
they can branch out a bit.DO NOT let
this game be spoiled for you.And also,
if you are not crying by the end, you are made of stone.
It's almost like unraveling an emotional mystery. You know how the story ends. Now, go backwards to see what was the start of all this...and try to re-write it so that there's a happy ending.
Most Immersive:Journey Collector's Edition (PS3)
Okay, this is
cheating a little, but they all come on one disc, so I count it.Journey Collector's Edition gathers three
games from That Game Company on one disc with a few little mini games they
made.The mini games are fairly unimpressive,
but the powerhouse collection of Flow, Flower, and Journey are some of the most
immersive game experiences a person can have and ultimately utilize the
Playstation 3's unique hardware to astonishing effect.Flow is a very relaxing evolution based game
where you only need to worry about survival.It is easy to get lost in the sheer simplicity, yet complex growth of
eating your way up from small predator to large one.Flower uses the sixaxis controller's tilt
movements to guide wind so that it can cause flowers to bloom.This game is majestic, creating a feeling of
rebirth and returning color to the world, all while using a relatively unusual
control scheme.It is easy to get lost
in the world and your quest to restore beauty to it.And Journey...Journey is a game that should
be held up as a hallmark for any number of things.Co-op gameplay, platformers, adventure
titles, etc.It truly sucks players in
with a wordless narrative that somehow resonates with everyone and pairs them,
if they are playing online, with a random player.There is no speech nor ways to emote, yet
because of these two character's interaction and how limited, yet universal it
is, being able to do nothing but sing to each other, players will grow more
attached to their partner in Journey than a real life person.They become truly immersed in the
experience.This collector's set and any
of these three games are well worth buying.
One is the teacher. One is the student. Bound together without words, but through solidarity of actions. Humanity as a whole could learn a great deal from Journey.
Most Streamlined: The
Last Story (Wii)
What can be said
about Operation Rainfall and the saga of bringing this game and Xenoblade
Chronicles stateside?It was epic,
moving, and ultimately, quite successful.Last Story is an interesting game for a number of reasons.First, it mimics conventions of previous
JRPGs in terms of story and music, however is far more streamlined in its
execution.Players control the character
Zael, on a quest to discover the secret of a strange power he is given and save
a princess, but there are more than a few twists and despite the cliche
surrounding this game, it proves that Nobuo Uematsu and Hironobu Sakaguchi can
still pull at the heart strings.However, what makes this game most spectacular is the combat and game
design.While players can only control
Zael, Zael can really do it all.He
fights by players running into enemies, running into walls triggers a special
move, he can snipe with his crossbow, he can draw aggro with his special moves,
and he has other tricks for co-op attacks with his AI controlled partners.And, in a pinch, Zael can instruct his allies
on how to fight.This control scheme is
brilliant.It is easy to pick up and
simple to learn, but with the added ability to command allies and perform
combination moves, it adds layers of strategy to the game, including bosses
weak to specific moves, like a fire enchanted sword or a wall jump attack.Upgrading weapons and armor is a breeze,
there are always areas to power level if players want it, and the pace is very
brisk.This is perhaps the most
refreshing JRPG in ages, thanks in great deal to the streamlined game
design.
Look complicated? It's not. This was done with a single button press. No need for complex HUD displays or menus. Just a health bar for you and your party. Now, go nuts.
Best Use of Digital
Distribution: Y's Origins (PC)
The Y's series is
quite popular in Japan, but
only has a cult following in the US.However, Y's retains a lot of its popularity thanks to its both game
design and its lead character, Adol Christian.Bringing Y's Origin, a PC only disc based game in Japan to the
States seemed like a gamble, especially since it had less brand recognition
here and it was a prequel to all the other games, meaning no Adol.However, through Steam it arrived and I am so
glad it did.All the game really needed
was basic translation, thanks to how well it controls, both with a keyboard and
controller.The story is rather meh, but
it does have characters with somewhat interlocking arcs, making replayability a
must.Controls are smooth and
responsive, the menus and game design are straight forward and uncomplicated,
and the graphics are a beautiful mix of 2-d and 3-d.But why is this here?Well, this kind of game receiving a release
on a console or even a hand held would be ludicrous.It's a AAA title in Japan, however in the states, it
would barely garner an audience.Marketing, creating physical copies, and licensing it through Nintendo,
Sony, or Microsoft, before finally retailing at 40-50 dollars would be a hard
sell.But release it on Steam for 15
dollars and the world opens up to it.The amazing music, fluid gameplay, and jaw dropping graphics make this
title an easy sell for that price with the trailer alone.This is the best way to use digital
distribution.Take a brilliant title
that is easily AAA value, but which doesn't want to compete in the overblown
console or handheld wars and sell it on Steam or on one of the other digital
distribution networks.Y's Origins is a
sign of the future.And I can't wait.
Wanna know why Y's Origins makes so much sense being sold on Steam for 15-20 dollars? Check out the trailer.
Well, that's all the
positive awards.Now, for the more
interesting negative awards.This should
be fun.
Most
Disappointing:Legend of Zelda Skyward
Sword (Wii)
Before everyone on
earth cries foul at me for defacing the Zelda franchise, hear me out.This game, compared to it's forebearers, is a
piece of garbage.The motion controls
are pathetic.Oh, they work fine, but
they aren't finely tuned enough.Swinging your sword is easy, but enemies are always faster than you and
will block it with every turn.Controlling your bird with the motion controller is a chore and a test
of patience, which quickly leads to screaming and frustration.The instrument Link is given to play and
extra items which use the motion controls are poorly implemented and hurt the
immersion.Which is a shame, because the
game has gorgeous graphics, expressive and surprisingly fleshed out characters,
great music, especially in the harp scenes, and some surprisingly enjoyable
twist moments, such as Link suddenly having all his items stolen and having to
work without them for a bit.However,
even without the control problems, this game takes all the worst parts of
modern RPGs and implements them with no care or concern.There are dozens of pointless fetch quests,
and upgrades to items seem to be only temporary at best.There are only a few areas in the game and
they are repeated ad nauseum, including a boss battle which is repeated three
times for no good reason.In short, the
game is padded to hell and controls very poorly.It is still a decent experience, as only a
Zelda game can be, but it hurts from the motion controls and the face palmingly
stupid game design.We expect better
from Zelda games...and this title is a major let down.
Like a barren world with atrocious controls, pitiful game design, and that is padded to all hell? Then Skyward Sword may be just what you are looking for.
Most Overly Complicated:
Xenoblade Chronicles (Wii)
Ahhh, Xenoblade
Chronicles.I was so excited to play
this, however, it takes all that old JRPGs were fifteen years ago and decides,
"Let's throw a billion menus in for good measure."Xenoblade Chronicles frustrates me.It is a good game.The graphics and scale are astounding, the
characters are likeable, the story takes some surprising twists, and the
setting is something to behold.The
voice actors do a decent enough job and the lack of random encounters and
seamless free roaming is quite nice.However, it's all too complicated.Characters wear five pieces of armor most of the time, each with slots
for power gems which you will have in the hundreds 20 hours in.Customizing your characters can take hours in
and of itself, only to find a new piece of armor five minutes later which
requires players to do it all over again.There are menus for friendship, linking friendship, and skill trees, all
of which are far too convoluted and annoying to deal with.The friendship tracker in particular feels
tacked on at best and the events surrounding friendship are so difficult to
unlock, players probably won't bother anyway.Monsters do not drop gold, but items, and there are roughly ten million
items in the game, over half of which are only good to sell for money.Perhaps most egregious is how the game lies
to players.See, players only control
one character and get to use his actions.The others are AI controlled and rock stupid.However, the game makes it look like distance
matters, such as you need to be close enough to hit a monster with your sword
or whatever, but that is not the case.Often player will be a fair distance away, but if the enemy attacks thin
air, the player still takes damage.This
is teeth grindingly frustrating, especially since attacks all have cool
downs.This game is meant to look like
an MMO, and it shows, but instead of feeling like part of a living world, the
game really just holds players back by using an active time battle system
implemented so poorly it made me throw the controller on the ground and quit
after 40 hours into it.This game
reminds me why JRPGs can be so tiresome.If they are too over complicated, they cease to be an adventure and
becomes an accounting job.
Cluttered screens? Check. Poor controls? Check. Gameplay so byzantine that a US codebreaker would through down the controller in frustration? You bet your ass.
Most Poorly Balanced:
Growlanser 4 Wayfarer of Time (PSP)
Oh, Growlanswer, how
you have fallen.I got into the
Growlanser series on the Playstation 2 and was wowed by the unique approach to
real time RPG gameplay, where multiple objectives could occur and players had
to react quickly, but strategically to changes in the game.The characters move and fight in real time
like a strategy game, but level up and have waiting and cool downs like an
RPG.It was a novel approach when I
tried it in 2005 and by now I am an old hand at this.And Growlanser 4 kicked my ass.Every battle in the game required me over leveling
my characters and even then I had to use all my healing items every battle to
survive.It got to such a point where I
could not afford proper armor.This game
throws far more enemies at players in one battle than they can handle, makes
them brutally smart, unrelenting, and cheap, and makes them faster and stronger
than regular characters, even common foot soldiers.I got through twenty hours before rage
quitting.The game was so tiresome and
frustrating I could not keep playing.Which is a shame, because the characters were decent and the
relationship and holiday systems were amusing.But this game is too poorly balanced to play.Dark Souls may be hard, but it's only as hard
as you make it.You can offset the
difficulty with intelligence and skill and that shows balanced game design.Growlanser is hard because it is poorly
balanced.No amount of skill will help,
it requires tons of level grinding, luck, and a walkthrough to know when you're
about to walk into an ambush and should buff your characters.Avoid at all costs.
Four of us against fifteen of them, and they have giants. Seems fair. This game is hair pullingly frustrating.
Most Depressing: Dear
Esther (PC)
I was conflicted over
this, but I think Dear Esther should be here.Is it a bad game?Well...yes, but
as an experience, I quite enjoyed it.It
is depressing, but the visuals are nice and the story quite well told, with
beautiful imagery and the solitary goal of the game to head towards a light in
the distance.It has an atmosphere of
loneliness and solitude.But why I am
really depressed is in it's choice of game design.It's barely even a game.There is no real interactivity with the
world.It is more like a movie.Some times, that can be good, but even To The
Moon had elements of regular video games to it, such as finding and using items
properly, puzzles, etc.Dear Esther can
be watched on Youtube for almost the same experience as buying it.And that is kind of sad to me.Telling a good story is important yes, but
games are an interactive medium.They need
to interact with the player to draw them in and get them invested.This may have also been released in 2011, not
entirely sure, but again, played it in 2012 so that's why it's on the list.
Did you see the trailer? Good. you no longer have to buy the game cause that's all there is. Walking and listening to the narrator. I just saved you fifteen bucks.
Now for my personal
recommendation.This is a game I feel was
improperly represented and that will soon be forgotten.It is a game many SHOULD play but who few
will.And this may be disputed, but I
stand by this choice.
Most Fun: Splatterhouse (Xbox 360 and PS3)
I know it wasn't
released in 2012, but that was the earliest I could play it and from moment one
I was blown away.Not so much by
anything in particular, but rather by...how fun it was.After dealing with games that just slogged
along, Like Final Fantasy 13 or Xenoblade Chronicles, or even games like God of
War 3 which seemed bogged down with too much pathos and melodrama,
Splatterhouse was refreshing.It was fun
to take on the role of a big bruiser who actually FELT strong, rather than just
being strong in cut scenes.Fighting
monsters and undead to save your girlfriend was really a nice change of
pace.Cliche, but it kept in mind what
was important.Now, Splatterhouse had a
troubled development and it shows.There
are graphical glitches, an entire part of the ending is without sound, and
there are a number of bugs, one of which randomly killed me during a survival
mode.However, if you can get past that,
there is a lot to love here.
Come at me, bro!
The music is
beautiful in places.The graphics while
not the slickest, have some nice touches.A personal favorite effect of mine is Rick, the main character, having
his arm torn off, then watching as his body regenerated it.The controls are straightforward brawler
style games where combos are strung together and more powerful moves are bought
through in game currency.However, even
with a basic setup like this, players can bash enemies against the tv screen or
send them flat against the walls in cheesy over the top ways and all the
monster designs have some classic horror roots, like a Leatherface villain, a mutant
King Kong, a corpse monsters, and a poltergeist creature.Possibly the best part of the game are the
characters though.Jenni, the damsel in
distress and Doctor West, the main villain, get little screen time, but put in
amusingly cheesy performances.The show
is stolen, however, by Rick and the Terror Mask, which has possessed him and
given him the power to save Jenni.It
both encourages Rick, while taunting and teasing him, making him question his
own humanity.However, the mask is not
only snarky and wicked, but also shockingly insightful at times, and very
human.This is thanks to the excellent
voice work of Jim Cummings who makes the terror mask despicable, but still
likeable.And pitted with Rick, they
play well off each other.
Look at that. That happens every time you lose a limb in game. How awesome is that?!
The game has some
genuinely brilliant moments, such as when players compare what they have just
gone through with unlocked bits of Doctor West's diary, hearing a striking
similarity to the deranged West, trying to kill Jenni to revive his lost love,
and Rick, who tears through West's minions to save Jenni.There are some immature bits, like nude
photos of Jenni that are unlockable, but this game is Rated M and uses it to
decent enough effect, trying to build a connection between Rick and Jenni
through scenes of trust, humiliation, and titillation as outlined in these
photos.If you can look past the sexism
and pandering, it does have a purpose.While it can be a bit bipolar, switching from heavy metal-esque schlocky
action to genuine horror, the tone and atmosphere contribute to the fun factor.
Gory Schlock and subtle horror. Not always in the same proportions, but it still makes for an interesting experience.
Best reason to buy
Splatterhouse though?The inclusion of
the original Splatterhouse trilogy from arcades and the Sega Genesis as
unlockables.These are classic horror
game throwbacks and use a style of gameplay not seen anymore, which is a 2-d
brawler.There is only one path, not
going up or down on the screen to dodge hits, and the player has to fight their
way through.The Splatterhouse trilogy
has jaw dropping music in places, fun and easy to understand gameplay, and some
of the most chilling and horrific monster designs I've ever seen, from the
ghostly demon who waits for Rick in Hell, to a cthullian monster chasing you on
a boat, to a swarm of undead fetuses trying to eat you, there is something to
be awed and disgusted by at every turn.
Ultimately,
Splatterhouse is not a great or even a good game.It has a number of flaws and a troubled
history.But should you check it
out?Hell yes, you should.The game captures the kind of old school
arcade fun that gamers have been missing in brawlers of late, while still
telling a decent story with very likeable characters.Every line of dialogue the terror mask gives
is awe inspiringly hilarious or surprisingly moving.A personal favorite of mine is "You said
you'd love her till the end of the world, Rick.Well, the end of the world's here.Time to show that you're a man of your word."
This game is for
mature audiences, don't misunderstand me.Kids SHOULD NOT play this game.But it is fun...and when games have become too complex, disappointing,
or gimmicky and feel like a chore, sometimes a little fun is all we can ask
for.
So, those were my
awards for 2012.You're free to dispute
them if you'd like, I'd love to hear comments about this list, but try to
remember that this is just my personal experience.From one gamer who has watched the industry
grow, change, and stagnate.
Hope to have
something new for 2013 soon, but I've discovered the joys of Perling Video Game
characters, so that might take up a fair chunk of my time.We'll see.One thing's for sure.I'm not
going anywhere soon.
Thanks to all my
readers up to this point.You guys rock.
Also, if anyone feels I've used their videos or screen caps inappropriately, please just contact me and I'll take them down. Don't have capture tech of my own, sadly, so I make do.
I was born in 1988 and grew up in the grip of Nintendo
mania.During that time, I played a number
of fantastic games from the NES and SNES, as well as the Sega Genesis and
Master system.However, the games were
only half the fun for me, as a child.My
brother liked to hog the systems, so I amused my self with his copies of
Nintendo Power or with the manuals that came with our games.Why?Because in that era, manuals for video games were works of art unto themselves.Which is why today, it pains me to denounce the video games industry for their exceedingly pathetic supplemental material for modern video games.
3 pages. Why is this manual 3 pages?!
Now, for
anyone born after 1998, this may raise a few eyebrows.Video games come with manuals, naturally, but
they aren't anything special.They give
you a little background into the game, the story, the characters, and tell you
the controls.However, as time wore on,
the need for manuals seemingly decreased.Games had tutorials for teaching players the mechanics and if they
wanted story, they could just play the game.However, this logic is, in my opinion, horribly flawed.Game manuals and supplemental materials can
do far more for video games than simply instruct.They can immerse.
For example, Final Fantasy
3(6) for the SNES was a crowning achievement in 16-bit RPGs, meshing charming
graphics and an unforgettable score with a moving story full of unique
characters.However, the game wasn't the
only part of Final Fantasy 3(6) which was special.
Showcased
above are images from the manual.They
are in color and chocked full of interesting illustrations from the Final
Fantasy series's longest running character designer, Yoshitaka Amano.It's more like an artbook than a manual in
some places.Next to each character is a
small poetic description, meant to excite the players.Along with these descriptions, the characters
get their own illustrations and a thorough explanation on how their special
moves work, some coming with necessary advice or tips to make them more
effective.The back of the manual is full
of tips and advice, while the front contains a dramatic recounting of the War
of the Magi, a conflict central to the plot of Final Fantasy 3(6).It immerses players in the world's lore,
while giving them advice on how to proceed.It wasn't the only thing that came with the game though.There was also a full color, double sided map
to help keep players on track.This
entire package sold, at the time of its release, for near what a collector's
edition sells for now.However, this was
just the standard edition.Final Fantasy
3(6) came with all this standard.
Other games
in the early 90s, realizing how difficult they could be, had full color,
hundred page strategy guides pre packaged with their games.Phantasy Star 3 is one such example, offering
complete maps, bestiaries, and item lists for gamers looking to get a little
help with their RPGs.
Even
more basic games which didn't have name brand value at least gave it their
all.The game manual for the NES title
Crystalis had explanations of all the items, a few tips, story bits, and
illustrations based on the actual gameplay.They had effort.
Compare that to manuals of
today.In front of you is the manual for
White Knight Chronicles 2, part of a pair of games that are incredibly complex,
have a deep character driven plot, gorgeous graphics, and lots of story.So, how do they do this epic justice?With seven pages giving the most basic
description of controls with no attempt made to actually educate gamers on some
of the nuances of game play.The manual
comes up to fourteen pages if, and only if, players count the foreign language
sections.This is pathetic, showing no effort
or attempt to immerse or engage the players.It is the most bare bones, waste of space manual one can have.
When did
manuals start receiving such disrespect?I remember a time when the manual was an integral part of the game
because it offered something the game couldn't.Take the manual to Metal Gear Solid 2.It contains within it a small comic that actually explains gameplay by
showing how it would work in the game.The main character dodges guards, avoids alarms, and uses his weapons or
his fists in the comic in the same way the game uses them.It shows an attempt to engage players with a
unique approach to tutorials and interesting art design.
But games
do not even need to be this inventive.Adapting gameplay into comic form is hard.However, incorporating world building can be
astonishingly easy for those with a little forethought.Take the manual to Final Fantasy Legend on
the Game Boy.It contains many useful tips
as well as information on players, the world, and items.However in the very back of the book is an
adventurer's diary.It tells the first
few levels of the game as if they were straight out of a novel or a diary of a
fallen adventurer, talking about characters fighting, leveling up, and
advancing through the game.It is
engaging and it is little more than a few words on a page with the occasional
bit of art thrown in, like a helmet or a sword.It requires no effort beyond someone typing up a few pages of fluff on a
computer.This.Is.Easy.Why don't developers use
this more?After all, an engaged player
is a player more likely to come back to the same game series and the same
developer.
Some games
can have basic manuals, but can require players to think outside the box as
well.Literally.The original Metal Gear Solid, along with its
remake on the Game Cube, had players look on the back of the box for a code
necessary to advance through the game.This fourth wall breaking approach adds not only humor but a sense of
involvement from the player in the game, making them more engaged.
The current trend of pitifully
uninspired game manuals saddens me greatly.True, not all manuals need to be epic novels, but they are as much a
part of the game as the story or gameplay.They deserve respect.And it is
only in recent years that the plight of manuals have become so dire.While I never owned any of the Ultima games,
they came with special fluff books and cloth maps that fleshed out the game
world.These days, games with these
"extras" require a premium price.
There are
exceptions to this rule, of course.Take
the Last Story.It was a game released
in packaging that resembled a book, with an artbook inside as well as a fully
equipped manual that gave character descriptions, world building elements, and
tutorials.However, this game was only
released as such because it was a pre-order only release.A re-release of Tactics Ogre on the
Playstation Portable included a pack of tarot cards matching those used in the
series.But only if players pre-ordered
it.The Arc The Lad Collection on the
Playstation 1 contained a huge full color art book that doubled as the
instruction manual, included standard.However, the collection was rare, as games localized by Working Designs
were wont to be.Only for a premium
price or in rare cases do game manuals get the respect they deserve.
Players who
think that this is not an issue should take a short trip through time with
me.From 1993-1998, the Legend of Zelda
games have included a delightful assortment of manuals.They are all colorful, with cartoonish
illustrations of items, fold out or separate maps, and in-depth character
backgrounds.Compare that to the White Knight Chronicles manual, with it's black and white walls of text meant to give as little imagination as possible.Game manuals have slowly, but steadily been
dying out or getting worse. Even the Skyward Sword manual, which I no longer have, sadly, was in color, even though it lacked maps or character bios.
1992
1993
1998
On one
level, I understand.The world of video
games is going further and further towards digital releases.Steam, XBLA, PSN, the Virtual Console. All of these negate the need for manuals to a
degree.Yet, many still include manuals
or instructions within the game.So, let
me make an ultimatum for game developers. Games are constantly being re-released,
released with pre-order only content, or released in collector's editions for
this supplementary material which was once standard.Yet mainstream games are criminally
neglected.It's time to make a
choice.Do not try to play both sides,
games industry.Either have your
collector's editions, while giving us the manuals we deserve, that do world
building, engage, inspire, etc...or eliminate them altogether and go
digital.I do not want to see manuals
die out, as they helped me learn to read as a child.However, the world is going in a new
direction.And sometimes we have to
adapt to change.But what I hate is a
games industry trying to play both sides, by showing zero effort with their
manuals on regular editions, but releasing "the good" versions for
collectors just so they can milk another 10-60 dollars from players.Do not short change manuals to save a buck if
you're still going to pretend that they need to be there.Go all or nothing.
I grew up
with video games which were fighting for their audience.And all the pictures above are of games and supplemental material
from my personal collection.I decided
to include them because I wanted to show how these older games had to engage
players on a greater level than games of today.They included guides, maps, colorful booklets...and that's why I lament
seeing a tiny instruction manual like the one in White Knight Chronicles
2.It shows a general lack of effort in
the game industry, which has punctuated this generation of gaming.A lack of effort which disengages
gamers.Why is this personally important
to me?Well, because I've got a list of
modern games I thought I wanted to play.But no matter how cheap they get, I can't bring myself to buy them,
because they are so samey.So
unengaging.So...boring.Compared to the games I just mentioned, they
are like trying to tell someone that a piece of lead is actually gold, painted
grey.And that is bad for the whole
games industry...whether they realize it or not.
That brings
me back to the question asked in the title of this article.Where have all our cloth maps gone?They've either been trashed to save a few
dollars, or they've been stuffed into an expensive collector's edition.A cruel fate for something that can do so
much for world building.And without a
solid foundation for world building...these game worlds will eventually come
crumbling down.