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Sunday, June 29, 2008

COLUMN: The Z-Axis: 'Lust for the New'

piechartsidebar.jpg['The Z-Axis' is a bi-weekly column from game writer Michael Zenke, stretching games and gaming trends out planarly to poke, caress, and pinpoint the innards of what makes them great. This week, he offers an alternative viewpoint on excess and quality in the modern gaming industry.]

On the surface, this is the best time going to be a gamer. The industry is booming, with the ‘next gen’ consoles now really hitting their stride. PC gaming is so dead it’s getting cool to develop for again, and the online game industry is threatening to grow its own consciousness and take over, Skynet-style.

PSPs and DSes seem to be everywhere, and grannies are happily showing their grandchildren how to play Wii Bowling at the senior center. The problem: what’s good for the industry is not the same thing as what’s good for the gamer.

I’d argue that, in fact, it’s becoming increasingly hard to be a gamer.

The sheer torrential pressure of game releases over the last three years has made it extremely difficult to ‘keep up with the flow.‘ As gaming continues along the path to mainstream acceptance, the constant lust for the new (and the resulting dismissal of the ‘old’) will be one of its biggest obstacles.

How can we really take seriously an artform which deprecates and dismisses work so quickly? How can we even track the artform when this week’s hot new release is next week’s bottom-of-the-pile forgotten pearl? Let’s tackle the thorny problem of why too many games could be - in truth - a bad thing(TM).

Always Looking To The Future, To The Horizon

The essential nature of gaming has become one of excess. Once primarily the pick-up-and-play of dim arcades, the console and PC renaissance since the early '90s has lead to a wholly different concept of what a game is ‘supposed to be.’ The expectation that every game should give the player hours of entertainment is now implicit, and the result - even combined with the rising costs associated with gaming - is a hobby rife with bargain basement-priced experiences.

For the cost of two tickets and a box of popcorn, you can buy a videogame that will last 3-20 times the length of the average movie. For the cost of a hardcover book, you can pay the monthly subscription fee for an MMO that might happily swallow every waking moment of your life.

That’s great on paper, and has lead to the aforementioned boom in gaming popularity and sales. That success has a very real downside, though: gamers are simply swamped with games. The GameRankings site offers some clues to just how much gaming we’re doing.

Since the Xbox 360 launched at the end of 2005, there have been 683 games released to the platform. There have been 844 NintendoDS games released since late 2004, and some 331 PlayStation 3 games dropped since late 2006. That’s an average of four games a week, every week, for both the 360 and DS. The PS3 averages more like three games a week.

piechartsidebar.jpgThis isn’t just a surfeit of choice, it’s a tidal wave of gaming. There can indeed be too much of a good thing. The result: gamers who stand in front of their television sets or sit at their computer desks and stare in mute horror at the sheer number of options they have.

Despite the seemingly self-evident reality that more choice is always better, modern life has proven otherwise. There’s even a book about this phenomenon called 'The Paradox of Choice'. Barry Schwartz, author of the book, gave a compelling talk about the issue at the TED conference a few years back.

The gist of the idea is this: even though having more choices might make you think you’re doing better, or are more well off, you’re probably going to feel worse about the situation. For some people - maybe a lot of people - having too many choices causes serious problems.

Let’s take last year’s smorgasbord game release season as our example. The list of AAA titles that came out last year made it quite possibly the strongest year in gaming ever. But how can you choose, realistically, between Halo 3 and Mass Effect? How can you choose between BioShock and Puzzle Quest? There were so *many* good games released last year that you couldn’t.

You couldn’t go into a store and buy Call of Duty 4 without *having* to pick up Super Mario Galaxy. Can’t snag Rock Band without that Burning Crusade box. And - seriously - can you even still be called a gamer if you didn’t play at least one of the offerings from The Orange Box?

The happy shopping sprees and smiling faces at GameStop, more than likely, eventually turned into sour grimaces and furrowed brows at home. Like it or not, the gaming public is an aging public. We’ve got kids, jobs, and responsibilities. Ironically, at a time when more gamers are able to afford these games than ever before, the Western lifestyle precludes the time to play more than a handful.

So I’m willing to bet that, across the country, gamers brought home games they didn’t play. They downloaded titles they never loaded up, purchased handheld games that stayed in the packaging.

Time To Get High-Falutin'

Not only is this bad for the pocketbook as gamers purchase games they never play, but it’s bad for games as an art form. Compare games with the modern literary scene. Novel-writing is a mature art, and one that the enthusiast can dive into with as much gusto as a gamer. There are dozens of books released into stores every week, and within a given genre one can always find new titles to enjoy.

Add to that the enormous history of every novel ever written and you have a beautiful unbroken chain of artistry. New aficionados can arrive at the literary doorstep with no preconceptions, and enjoy modern works as easily as classics.

Games are simply not that accessible. The bang for your buck in buying a game means working through a series of video game titles is just not as easy as reading through a few hundred-page book. It might take fifteen hours to read through a thick trilogy of books, perhaps spread across a few weeks. It might take even less time for a dedicated reader. Even the most dedicated game player might take just as long to complete one of last year’s AAA titles.

RPGs, arguably one of the epic examples of the art, could easily take three to four times as long to complete. Again, for one title. To play through all of the games I mentioned above (not including The Burning Crusade) I conservatively estimate could take 60 to 70 hours - for just nine of the dozens of quality titles that came out last year.

Lots of gamers are buying games. This much is clear from the NPD numbers. But how many are playing them when they get home? Of those, how many are making it past the first hour of gameplay? Of those, how many actually finish the games they play? Grand Theft Auto IV is sure to be this year’s GOTY darling but - as Warren Spector recently asked - how many people do you think really finished it? The need, the drive, to see the new and the interesting always pushes gamers onward to new games, to new experiences.

That push into the future guarantees that even a great game of a few years ago will probably be relegated to the bin of history. The news of a new Beyond Good and Evil will no doubt spur numerous players to actually try it out, tying the old with the new.

But what of true classics like the LucasArts adventure games, or even the most primitive graphical games of yesterday? Anyone that’s played through the original Alone the Dark will tell you that in that time, and in that place, it was as terrifying as any over-the-top gorefest could hope to be. More so, I’d argue. But no one is going to play that game in anticipation of the new version from Eden Games. Why would you? “It’s so old!”

Great novels live forever. Great games live only until the next great game.

What we’re left with is a medium where the vast majority of the audience has only a flimsy grasp on the subject. They don’t know about the games of the past because they don’t have time to play them. They don’t know about the games of the future because there are too many to play.

They know about the games of the future because game journalists choke them with previews and spoilers, forcing them to swallow the delicious promises of marketing devils. After all: the lies of tomorrow are better than the bitter reality of today.

Taking Off The Whineypants

So what, right? I mean, it’s great to talk about this and reflect on what we’re missing out on as a subculture. It’s intellectually interesting to consider what might be if we had the time to really explore the art form we’re so fond of. But that’s not the way of things, that’s not reality. No-one has time to commit to a game the way they might want to, gotta pick up and move on to the next thing while the going’s good.

My purpose for bringing this up is to point out the role of the gamer in this mad dash. Ultimately, it’s the individual’s choice to participate in the hobby the way they want to. You can surf the cutting edge of gaming trends, if that’s your goal, but that wave will carry you swiftly past some experiences that take a bit more time to digest.

Despite what the marketing tells you, despite what your friends might be telling you, I want to tell you that it’s okay to slow down. It’s okay to stop and experience what games have to offer. Go back and play Deus Ex if you’ve always wanted to. Fire up that copy of Baldur’s Gate or Planescape:Torment.

Don’t let your relationship with something you love be dictated by hype, fads, or peer pressure. You may not know art, but you know what you like.

Comments

"Great novels live forever. Great games live only until the next great game."

Here's where I must disagree; people still play the old classics as much as ever. Space Invaders, Super Mario Bros., Gold Box CRPGs, all of those old games still have sizable fanbases even today, and developers draw off of their many influences in creating the new batch of classic titles. Graphics may get flipped on the head every several years, but the gameplay of today is in many ways a conglomerate of the gameplay of thirty years ago.

I won't jump into the discussion if games are an artform or not ;)

I do agree in certain degree that too much can hurt the game landscape. Although it makes me wonder if it's not easier to look at the different genres. Just as music: there is a lot of new music coming out but if I don't like rap for example, a big portion of new rap coming out is just not on my radar. Isn't it the same with games? If someone is not into action/fps titles it already cuts down a big portion of new titles?

The novel is a medium that has not changed for hundreds of years, it's a common format that everyone supports. We face constantly changing platforms supported by multiple manufacturers who all do it a bit differently. I don't think we'll truly get past this "Great games live only until the next great game" phenomenon until technology brings us to a point where games are indistinguishable from real life, where it actually cannot get any better, and games never go out of date.

The platform itself is also a barrier to accessibility. I would love to play Grim Fandango, Starship Titanic, Twin Snakes, Day of the Tentacle... but I don't have the consoles/operating systems to do it. I can't even play Riven anymore because the newest Apple computers and operating systems no longer support the oldest games.

I wonder why the author felt the need to drag the platform wars into this right away in the first paragraph. It's a funny strategy to immediately alienate a whole subset of gamers in what's supposed to be a post about an industry trend. Frankly, to display that much ignorance about the issue really made the rest of the article seem impotent for me.

I recall reading awhile ago about how the video game market in the 80's had a similar eruption of titles -- right before it crashed. The author (or perhaps commentator, since really it's probable I watched rather than read) asked us why we shouldn't suspect such a crash again, especially with the demand to create a best-seller almost becoming necessity: a huge investment is only warranted if one can draw a huge return, let alone a huge profit. And if gaming has really reached a point where more games actually means less games played, it would be all the more reason for the industry to go through a pruning process, and to do so naturally without the need for any given company to make the decision themselves.

-- Or -- video gaming will assimilate the phenomena in the same way every other entertainment industry has (with the exception of the four major sports, which have remained separated from any other events that might stand as alternatives) and continue to offer more and more consumer choices, bringing the more successful models to the top, but still preserving the less-known, perhaps less-fortunate ones to float around in obscurity -- but not nearly nonexistence. And so long as they exist, they may certainly serve some benefit.

What it comes down to is, if our very lives are any indication of what success should look like -- that is, if the natural world, the most complex system we've ever witnessed, succeeds because of the presence of a diverse intertwining of alternative mechanisms -- then more may not seem better, but in the end might be integral to the overall success of the medium/industry/organism after all.

With a broadening of the audience and a proliferation of different games, the dominance of the gamer monoculture is coming to an end.

When I read this article, I think "Why the heck does dear Michael feel obligated to play all these games?" I know that for myself, it is a cultural thing. At one point being a 'gamer' meant being able to talk about games intelligently with other gamers. Like many young male pursuits, a gap in knowledge meant a loss of prestige. By knowing most games, gamers created a shared reference point that was the foundation of their association with one another. By playing games we preserve our membership in the gaming tribe.

As games increase in scope, play style and number, it simply isn't possible to know all games all the time. So a curious thing occurs. You run into people who game and you have nothing in common. "Oh, so you play those online gambling games a few hours a night. Umm, okay..."

If the literary world is any indication, there will emerge an elite group that builds lists of canonical titles that everyone must play if they are to be considered 'educated'. The vast majority of the audience won't play these games and instead will merrily consume entertainment in their own specific area of interest. The elite minority, longing for their past cultural dominance, will poo-poo the crass masses for their unsophisticated tastes.

In this best of worlds, games will have finally broken out of the niche gamer ghetto. It is a thing to be applauded. The existing gamer culture will fragment and adapt to this new reality of choice and variety. Entirely new cultures will emerge so that there is no longer a single 'gamer culture'. Thank god.

Danc.

I know I play a lot of games from around 1993 still... also a lot of Flash games that recreate experiences from that timeframe.

I know that there are plenty of games out there but with the constraints of time, hard drive space, and money I find myself playing and loving casual games and old games the most.

Excellent article, and thank you for articulating something that I've been feeling for a while now. I've started to keep a blog, and on it I have a list of all titles on my "pile of shame." It's a sort of motivational device. Every time one is completed, the list gets shorter. It's a gaming meta-game.

At the moment I'm working on removing Shadow of the Colossus from the pile, so imagine my delight when I saw the screenshot in the article here.

I am a middle aged gamer that grew up with Atari 2600 games. I agree completely with the article and some of the other posters. Especially the one about the early days where a gamer could play all or most of the releases. I too feel, now, the games are so much better and very long. That combination is making it hard to play all the games that are good let alone "all" the games. It's impossible.

But that's the way it is with movies or books. We could never read all the books or watch all the movies either. So we have to be more selective. I do wish some developers would shorten their games.

Also, Shadow of the Colossus is one of my games I am half finished with that is "interfering" with all the shrinkwrapped PS3 and Xbox 360 games I have to play.

I'm someone who has undergone the transition Zenke urges, and I couldn't be happier. I grew up gaming with classic NES titles; in college, I considered myself knowledgeable across the spectrum of games. Over the ensuing ten years, however, my gaming flame has burned less brightly.

In part this movement was financial: I made very little money coming out of college and couldn't afford a PS2 until two years after launch. I was, of necessity, a couple of years behind on new titles. This irked me at first, but I quickly acculturated. I played the old N64 and PS1 games I remembered loving, and discovered that I loved them still. I came to enjoy reading reviews, and two or three years lends ample time for many gamers to lend their voices as well. Since I now had a job and a girlfriend and adult responsibilities, the hours I spent gaming markedly decreased. At the same time, the pleasure I gained from gaming grew, possibly because I freed myself from the strictures of advertising and an aggressive subculture.

Today, I don't at all feel the need to keep up with the new releases. I don't own any of the new consoles, and I just last week updated my PC to be able to play Oblivion. I'm probably not a "gamer" anymore, although I certainly play games most days. My credibility as a gamer is long gone, but my life is richer and happier.

From my perspective, what's interesting about this post is the possible that Zenke is on to something big. Are his observations true only of gaming, or might they apply to any subculture (indie rock, for instance)? The root of the problem might not be the glut of games or the drive to consume them all. It might instead be obsession.

One of the problems inherent in video games is the sheer amount of variation when one looks at the individual experience. A game that takes an "average" player 10 hours might take 30 hours for a less-adept player or 5 hours for an incredibly skilled player.

While one could also make this argument for reading, rarely does one get to a page where just finishing the page becomes frustrating and time consuming. There are difficult books out there yes, but none so much that a person would be forced to put that book down. I can think of plenty of instances where I'd be forced to play entire passages of a level over again in an attempt to reach the next portion of the game. Flubbing a sentence in a book does not make you go back to the beginning of that chapter.

I think that if games could become more quantifiable (which, by its nature will probably never happen) then people would be able to organize their time with it a little better. When you put in a movie, you know how long it's going to be. A game that offers you a true experience needs to be played over a long period of time, and as such, is unknown as to how long it will actually take.

I've started referring to my video game collection as the next-generation book library - entire shelves of unfinished or barely started epics just taunting me as they pile up. I've even stopped most side quests (or limit myself to one or two good ones) simply to make sure I beat at least a few games a year. It's for this reason I don't criticize shorter games like Heavenly Sword which at about 8 hours I was about to beat only 3 months after buying.

The problem I find isn't that there's too many games, but many games bad their timeline. GTA IV, amazing yes, but if you have to drive the same road 20 times, it's still backtracking, even if you're in a different vehicle. Being able to fast travel like in Oblivion (without hunting for a taxi) might cut GTA's gameplay time in half. You can always drive if you want, but you don't have to.

It's ironic though to complain about getting too much value for your money. Spending $60 for 100 hours of gameplay is quite a deal and I manage to wrangle that out of several games, mostly RPGs, some puzzle games (Meteos for example), and GTAs. But I sacrifice other games, postponing them for so long that their appeal gets supplanted by imitators. It's hard to play the once engaging Rygar on the PS2 after enjoying the God of War games. Why play Killzone when Gears of War fixed most of the problems.

I don't want shorter games, just smarter games, and charge less. $30 for a 5-10 hour game. Not every game should have to be $60 as law. Let's be flexible.

I bought Castlevania: Lament of Innocence after Curse of Darkness, even though CoD is all of LoI and more, technically speaking. I also tried the first Devil May Cry after the third. Perhaps the difference between the gamers that stay up-to-date and those of us that can enjoy older games is noticing the "feel". Sure, Curse of Darkness has most of Lament's features, but Lament has a different feel overall. Hard to explain unless you don't stay up-to-date.

IMO, the game is suffering from identity crisis; today's games do not know what they are, so they mimic other art forms. Instead of using interactivity to communicate, it borrows techniques from others.

To hide this weakness, games try to overload audiences' logical perspective with sheer amount of content, and thus we have another crisis where it's impossible to enjoy what people amounts to "essential" titles for gamers.

While games being what they are today (hybrid of different art forms intermixed with interactive portions) isn't necessarily bad, the phenamenon described here and the lack of distinct identity certainly is bad.

Hope we see the day when we see more Passage, and less Metal Gear Solid.

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