Analysis: FFXIII And The Aging RPG Gamer
April 4, 2010 12:00 PM | Simon Carless
[Gamasutra news director Leigh Alexander, accustomed to being sentimental about roleplaying games, investigates her surprising lack of emotional response toward Final Fantasy XIII's characters and game world.]
Of course it's silly that gamers and game-makers continually press the "can a game make you cry" question, as if tears were the ultimate judge of depth. Nonetheless, it seems that games used to make me cry a lot more than they do now.
Granted, as a kid and young teen I was especially sentimental even for my age, easily hoodwinked by pretty imagery into loving two-dimensional characters.
In other words, I was the textbook Final Fantasy franchise fan who cried when Aeris died, when Tifa was trying to save Cloud's memory, when Squall let Rinoa out of the Sorceress Memorial, when Garnet went tearing through the crowd to find Zidane -- y'know, you get the idea. I pretty much cried about everything.
It wasn't just in Final Fantasy games, mind you. Anywhere there existed an even basically-drawn character with whom I could spend forty to sixty hours playing out a story, I'd latch on.
And I'm sure I wasn't alone -- the nineties and the turn of the millennium were an era when just a brief trailer showing some winsome-looking, anime-influenced CG scenes could sell games, because we were all ready to transpose our imaginations onto these avatars.
Before the era of real graphical richness, and before the advent of concepts of "depth" in game stories, we had a sprite and an objective and that was about it.
Our imaginations were the only thing that could give our actions purpose and our characters meaning, so once games began to be able to offer us even a smidge of nuance with which to work, it's no surprise many of us young folks went over the moon.
Growing Up
Which is why it surprises me that today, I -- who once had a boundless wellspring of sentimental attachment even for the simplest, most derivative construct -- thus far feel zero attachment nor interest in the characters of Final Fantasy XIII. It's not like me, and it's made me think a good deal on the evolution of gamers and gaming.
Caveat: I'm early on in the game, and everyone tells me that my sense of rote detachment will ebb away the more immersed I get in the story, and the more the gameplay evolves. But I can't shake the feeling that it shouldn't matter -- I remember being distracted in Science class, attempting to doodle pictures of FFVII characters I'd seen in a trailer, months away from the game's release. I couldn't wait to get to know them.
Am I too old for this kind of enthusiasm now? Is the willingness to be creative, to invest the images onscreen with richness, life and fascination, a trait unique to youth? Does the "save the world" mandate lose its breathless luster once we've learned to see our world more pragmatically? Or have we, as gamers, just had to save it too many times for it to keep mattering?
Have games changed, or have I? Probably both.
Game-Changing
The reason a game like FFVII was so thrilling is that, for many of us, it was the richest visualization RPG fans had yet gotten to have of their characters. Growing up, I remember feeling lucky to have even a character portrait beside my stats to lend depth to the map-marching sprites, and yet here were my heroes expressive and cinematically shot.
Hence the heavy tolerance for CGI back in the day, hence the cut-scene boom. It was all so new and exciting we all just wanted to sit and look.
It's old hat now, of course -- we can barely tolerate a loading screen, let alone a cut scene. Am I desensitized to technical achievements? Worse, have I begun allowing the expressivity of today's RPG characters to do the work of my own imagination, until I grew out of practice at it?
Were games more effective and impactful when they were abstractions, not rich imitations? Have we accelerated realism at the expense of imagination?
As gamers age, and as games grow up alongside them, our relationships to our favorite genres cannot help but change. I'd love to grab some young teens, sit them in front of FFXIII, and see if they'd turn out to be as awed and transported as I was by the best RPGs my teen years had to offer.
It's a little bit sad, knowing I can't get those days back. But whether my aging or the evolution of gaming is responsible, I can't be entirely sure.
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7 Comments
I think the reason you loved the characters more back them was not because the graphics were bad, but because you were, perhaps, more willing to do the work the designers should have done. For something abstract to touch us emotionally, there needs to be work done. A designer can't just give us a polygon and expect us to cry about it. It's their job to create that connection. They can make us cry using the simplest tools if they use them well, but even the most powerful technology can't overcome mediocrity.
Especially as children, we don't mind doing that work, but that reflects more on our own willingness to be artists than it does on the skill of the designers.
A lot of things I liked as a kid (like FFVII) were not particularly well written or well developed but still introduced me to some new thought that utterly blew my mind. But now I expect a lot more, and it takes a lot more for me to feel something like that again.
Final Fantasy XIII is gorgeous as ever but it isn't changing my world, and I don't think that's our fault. The characters are almost objectively more well developed and three-dimensional than maybe they've ever been in a final fantasy game, yet the Avatar-level writing is more grating than ever. The environment is more beautiful than ever, and so the utterly stilted way I interact with that feels all the more pronounced.
I don't think this is my fault for not imagining enough. I think it's the designer's fault for not bringing that imagination to life.
We absolutely can have those days back--but it's the developer's responsibility to bring them to us. We're growing up, but Final Fantasy isn't. And it would be a lot better, even for a young audience, if it was.
Andrew Vanden Bossche | April 4, 2010 1:34 PM
I've often considered these questions myself and my worries are very much the same as the ones you so eloquently present here. I ask myself if the Final Fantasy series, being one of the main hallmarks of the JRPG genre, was in any way obligated to evolve together with the players who once grew up with it. The juvenile game-playing audience is a much more homogeneous group; whereas it would be impossible to follow, in detail, the course in which each of us has matured his own personality and cultural formation.
I've talked on a few occasions with players who experienced the first Final Fantasy episodes during the mid-1980s in Japan. Being slightly older than me, their perspective of the episodes that influenced me the most was surprisingly similar to those I have, today, about the last handful of releases that saga.
Ultimately, the FF series continues to appeal to audiences of a same age in different periods throughout recent history. This implies that every ten years there might be a new generation of players it will attempt to seduce. Our days as oriental RPG players are long gone. Our own lives have become too occupied to withstand the implications of embarking on an 80 hour long journey. We've aged, no doubt; Final Fantasy just continues to adapt as it did before and it took us years to notice.
And perhaps its not at all a question of age, but a question of how much each of us has truly matured, individually. How our lives have lead us to think we require other experiences than those of games to satisfy ourselves and to make us feel like we're making much of what little free time we're given; not just hastening its passage like we used to do as children, eagerly awaiting the moment when we'd finally become adults. Paradoxical, indeed.
dieubussy | April 4, 2010 2:09 PM
The most moving game I have played recently would have to be Iji. You guys should try it out if you havn't already because it is quite good.
Rohan | April 5, 2010 2:59 AM
It's not an age thing or maturity, people get emotionally attached to characters all the time- on Lost or Titannic, or an afternoon soap opera. To others those characters/plots/interactions seem wooden, phony and hollow. The relationship of Agro and Wander in Shadow of the Colossus was especially touching to me, but I've never felt any emotion playing any of the FF games. On the other hand, I really got close to the dog in Secret of Evermore- a game widely panned and forgotten.
Hank | April 5, 2010 7:59 AM
I've had little emotional response to the characters in FFXIII, but honestly I think it's cos they're just not that well written. I was moved by the characters in X because their emotions didn't oscillate wildly from one scene to the next and I could identify with different parts of each and every one of them. The characters in XIII are emotionally labile and have an annoying habit of talking in Matrix-isms.
tl;dr, I wonder if it's more this particular game rather than you.
Sinan Kubba | April 6, 2010 1:26 AM
"Worse, have I begun allowing the expressivity of today's RPG characters to do the work of my own imagination, until I grew out of practice at it?"
This is quite interesting_ reminds me of the time I was trying to build a fire, had all the necessary things, even matches, but couldn't do it, and felt like such a dumbass, like the benefit of modern living had caused me to forget some basic survival skill.
I've been playing through Etrian Odyssey, a Wizardry-like dungeon crawler with sparse story and almost no characterization, and it's peculiar how after I've been playing long into the night and sleepiness starts to catch up with me, little sparks of imagination pop up, and I can almost visualize these vignettes of events and interactions here and there on the labyrinth map.
jason johnson | April 6, 2010 12:53 PM
I don't think it has to do with aging as much as the game itself, and the way characters are portrayed. Truth is, almost none of the main characters in XIII is interesting and well written enough during most of the game to make me feel interested (and certainly less interesting/attachable than some of the characters in VIII or X), and by the time they do get a little bit more interesting, I no longer see a point in the attachment.
However, I don't think that is because I am getting old. One of the previous JRPG I played before FFXIII was Persona 4, and I (despite my years) was literally at the edge of my seat at some points, feeling an empaty for the characters I just don't felt in other mediums... Even some lighthearthed RPGs, like Dragon Quest 8, felt more inmersive.
Coyote | May 10, 2010 12:09 PM