RPG Analysis

Posted on Feb 4th 2013 at 05:19:08 PM by (Fleach)
Posted under Gaming, Passive, Active, Media Consumption, Video Games

Before I begin I want to thank Slackur for always providing insightful and though-provoking comments to my blog articles. His comment about friends playing F-Zero in a way that defies the conventional approach to the game got me thinking about how I consume and experience my video games. I came to the conclusion that a person can either actively or passively receive their gaming content. My goal here is to start a discussion about how we as gamers and collectors absorb the content of our favourite medium.

[img width=384 height=480]http://thefreeman.net/journal/wp-content/uploads/2011/05/linear_thinking.jpg[/img]

This is not so much an analysis of RPGs themselves, but the way in which I consume them. I would describe myself as a passive gamer in that I stay within the confines of the world and conventions of the games I play. I allow myself to be sucked into the mythology the game presents and let the game reveal its secrets to me. I would compare this to be told an intriguing campfire story that has the audience eagerly waiting to learn the conclusion of the plot. I play games the same way many people watch movies. I search out the narrative techniques utilized by the story, and take the hint when an event is foreshadowed. I still explore all the nooks and crannies of the game environments and think outside the box when it's required of me, but that is where my immersion ends because I play the game the way it was meant to be played.

[img width=700 height=311]http://blog.alesyabags.com/wp-content/uploads/2010/04/linear-green.jpg[/img]

The other camp of gamers, those actively consuming their games, seem to take a completely different approach to the content of video games. Simply put, these people play games the way they weren't meant to. They might try to cause the game to glitch or create their own little game. Returning to Slackur's comment, he recalled friends who would align their vehicles perpendicular to the direction of the track in front of a ramp and wait for another racer to collide into them pushing them up and off the ramp. They would then accelerate off the screen. What a perfect way to play a game in a completely new and inventive way. Active gamers take the game and turn it into something totally their own.

[img width=550 height=305]http://unrealitymag.com/wp-content/uploads/2009/01/assasins-creed.jpg[/img]

For further reading have a look at these articles that I found interesting.

Are games becoming more like TV entertainment?
Passive/active gameplay as design mechanics

I want to know how the RF Generation community receive their gaming content. Do you play the game in the manner you're told to, or do you break the rules and reinvent the game?


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Comments
 
Hm.  I guess it depends.  I was a massive fan of JRPGs for a long time, and those expriences seem extremely passive and guided to me, while in Just Cause 2 I spent hours exploiting a animation bug that would often catapult the player over long distances, sometime outright killing him.  I also seem to remember a lone beach in Need for Speed 2 on the PSX that had a movable log, when hit at high speed would send the car flipping through the air in an extremely unrealistic fashion.

I guess it depends on the moment.  Sometimes I just want to play Baldur's Gate (PC) and let the story pull me along in its wake, while sometimes I want to play "dodge the green turtle shell" in Mario Kart or go "fishing" in GTA3.
 
Typically, I'll play a game through the first time as I feel that the developers want me to play it. Then, after I've experienced their way, I'll do it my own way - breaking the game in any way possible. Anyone remember superbouncing and BxR in Halo 2, and how those simple glitches became essential items in gameplay?

There's a reason why I love speedrunning titles. Tongue
 
I'm on the same boat as Shadow, I usually will play the game normally than after I beat it I'll play them in a totally different manner.

With the implementation of achievements and trophies in games developers want you to play their games in different manners. Such as Half-life 2 which is a FPS which has an achievement for beating the game while only firing 1 bullet the entire game, which makes the gameplay totally different.

I love to play games in totally different manners just to create a new game within a game or for challenge purposes. I think I've played Sonic 2, 3 and Sonic and Knuckles in a thousand different ways than it was meant to be played just  to spice it up, such as playing the special stages in Sonic 3 backwards and using glitches to beat the game quicker. Also using the Game Genie to alter the gameplay, usually to make it harder.
 
I agree that JRPGs (at least later story-driven ones) tend to induce passive gaming, but I have found that I tend to abandon a lot of JRPGs part-way through because I want to stat-max my characters (I have scored over 500hrs on FF8 trying to do this- twice!). 
 
Thank you for the very kind words, Fleach.  I'm grateful for your thought-provoking and well-written articles and topic discussions, and hope to help foster a worthwhile dialogue.

Bringing up the very concept of active and passive entertainment, and specifically video games, is another rabbit-hole of bottomless depth, especially within the renewed debate of violence in media and how, if at all, our entertainment influences individuals and societies at large. This can easily splinter off into research that studies how much simulation is present in our games and how we react, respond, and (in some theories,) potentially regurgitate our media.  Examining just how active or passive we are during media consumption is an important cornerstone in this ever-developing conversation.  In short, interactivity may change the GIGO equation.

Yeah, I know you weren't likely going there, and neither am I.  I only mention it (and risk a flood of one-shot "gaming doesn't make killers!" replies) because this idea carries more weight in some bigger, current matters.  It gives such topics greater relevance to explore in detail.

ANYWAY, my approach to this is rooted in a deep-seated personal philosophy of maximizing my resources, including time and life-applications from entertainment, all toward a directed and larger-scale goal.  From my middle school-days of working on a SimCity based on the real city I grew up in (and the intention of using such scale models to solve real-world problems), to using Electroplankton as an instrument in our band, even gaming with a developmentally delayed child to connect with him; I'm always playing something new with the intent of plugging it into something else.  I view video games as a tool, not 'simply' for entertainment, though that's reason enough to exist, but as a device for everything from exploration (inside the game and inside myself) to meditation (I'll wander the halls of Rapture in each Bioshock game, long after clearing out an area of enemies, just to absorb and ponder the implications of what it represents in my mind's eye) to serving the community (hosting LANs at bachelor parties, using our collection as a way to connect to people.)

Even at its most passive, I use gaming with purpose.  For example, when my beloved wife was spending many days and nights in the hospital with life threatening conditions (more than once, I'm sad to say) I would grind away on an Etrian Odyssey or portable Final Fantasy, because the repetitious nature still gave me a sense of progress and allowed my mind to divert focus on the trial at hand.

This intentionality directly applies to how I approach any game; some, like the aforementioned Bioshock games, I play with a mindset of wandering through an artist's gallery, desiring to connect with what is being presented and how that can impact me.  I've played Gears of War games exclusively co-op, because it developed a 'buddy-cop' relationship with a friend of mine that I rarely connect with otherwise.  My six year old and I will play about anything together, and I'll follow his experimentation of the game engine, and marvel at how he pushes against the invisible boundaries and makes his own experiences and 'mini-games' we can play inside these self-contained universes (much like the F-Zero illustration).

I mention all of this, knowing I am often viewed as pretentious.  For me at least, gaming is no more important than the gravity I choose to apply to it; but I find that even things I do for fun can, with a little intention, connect to and even elevate the parts of life I would otherwise struggle with in greater difficulty.  Like so many things, video games are engines waiting to be plugged into a transmission, and what we do with that generated power will determine not their own relevance, but simply a reflection of where we place ours.




 
I really like how the majority of you guys interact with games with an out-of-the-box thinking approach. It's great to learn that there people who see games as an outlet for entertainment, but also as something to challenge your imaginations and creativity. There certainly is a lot more to this medium than meets the eye and it seems that the RF Gen community knows that.

I've always been interested in stories and mythology so the fascination with RPGs should be no surprise, but that's only partially what drew me to single player RPG/Adventure games. I got my fair share of folkloric tales from grandparents so I'm very used to being on the receiving end of forms of entertainment. My younger years were spent in a community of mostly older families so I sought out ways to entertain myself during free time. That would explain how I passively interact with my games.

@slackur: Your philosophical approach to media (I'm sure it extends well beyond just games) is fantastic! No need to worry that being articulate and well-spoken may come across as pretentiousness.
 
I feel very guilty when I try to play something in a more active fashion. Because of that its quite a rare activity for me. I really enjoy being passive and letting the experience guide me as much as possible. I think its largely because of that that I have such a natural aversion to Sandbox style games. I get uncomfortable with to much freedom. I like the style of RPGs I grew up on like Chrono Trigger, Final Fantasy, Lunar, etc as opposed to the newer sytle Bethesda games because they give me the illusion of having a massive amount of freedom without actually giving me much freedom.

When I do play games beyond their developer intended ways its typically to meet a specific goal set to me by another person. Its not something I seem to ever feel the desire to do based solely on my own.
 
@Crabmaster2000:Interesting.  I don't think playing a game has ever created a byproduct of guilt for me, with the exception of accidental online team-killing or glitching in multiplayer.  In games with singular narrative focus like RPGs, I don't go out of my way to break them, though I have been known to grind and min/max on occasion.  But sometimes, I'll set personal goals and role-play them out.  For example, I'd try to finish the main questline in ESIV: Oblivion without attacking (only summons or area spells) because I'd pretend to be a lunatic pacifist mage.  Or I'd try to get through an old-school Contra only firing against obstacles and bosses, because my guy only had so many bullets, obviously.

I don't do that kind of thing all the time, mind you.  Sometimes random scenarios pop into my brain, or a bunch of friends with curious imaginations (and perhaps a touch of masochistic tendencies) come over and we just goof off.

Games with superb attention to atmosphere, however, will often draw me in, and I'm compelled to just be led through the experience.  The Dead Space series, which I'm playing now, are a great example; just experiencing the world as it is constructed encompasses my attention.
 
Oh, and sorry to double post, but you haven't experienced a real Street Fighter two player challenge until you've connected two dance pads to a PSOne and popped in SFAIII.  Yeah, try countering with a Dragon Punch now, tough guy.  It was more popular at New Years than the first year we set up Rock Band.  I was taken down more than once by friends who otherwise wouldn't touch a 2D fighter.
 
@slackur: Some of the newer games that feature "evil" ways to play I actually have a hard time with. I really wanted the achievement for playing Mass Effect as a Renegade, but occasionally I felt physically ill because of the choices that were required of me. I really like playing the unrealisticly  moral hero and it feels wrong to be cruel even in these games. I've had a sealed copy of The Witcher 2 sitting on my shelves for the last couple months because even though I really want to play it, I have a feeling that it'll make me quite uncomfortable at the same time.
 
@Crabmaster2000:I believe I understand how you feel.  As much as I enjoy exploring the worlds of Bioshock, Bioshock 2, and the Minerva's Den DLC, as soon as it was realized that the Little Sisters could be 'cured' back into little girls, it wasn't a moral dilemma for me; even virtually killing little girls for in-game benefits is beyond my pretend actions.  (Seems the developers felt the same, given how a single 'harvest' gets the bad ending in the first game, and not harvesting at all gives catch-up rewards.)

I'd suggest the Walking Dead game or Catherine; both have interesting moral choice systems that are purposefully vague and are less reflective of a 'Be Jesus or Hitler' mentality.  I enjoyed both thoroughly (and as a bonus, me and my beloved went through each together, and actually learned a bit about each other along the way.)  For what its worth, she wouldn't let us choose anything but Saint Shepherd in our ME trilogy experience, although we both wanted to be uber-Paragon anyway.

Playing the 'bad guy' just doesn't have any real appeal to me.  When I'd GM/DM pen and paper RPGs, I definitely played my share of 'Disney Villian/Henchmen' as well as 'Bad Guy who's goals are really just misunderstood,' and even 'Good Guys are really Bad Guys but think they're the Good Guys' characters, and I can act them out fine to serve the story, but if I am using an avatar for myself, I always pick the 'unrealistically moral and upright' character.
 
@Crabmaster2000: I'm with you on the fact that too much freedom (a la sandbox style) is too much for me especially if it's a moral sandbox. In those games that present me with a moral dilemma I have to go with the "good" choices. I feel like even though I can destroy the world or whatever I have to do everything it takes to save the day.

My first experience with the moral paths was Heavy Rain. I really wanted to play the game without any help because I wanted to feel the full effect of the game, but at the end when I had to save the boy I had to pull up a guide because I wanted to save him so badly. I felt I had to do this no matter what - guide or not.

@slackur: I really want to play The Walking Dead. I initially had no interest in the game or the show, but I recently started watching and I'm loving how the show explores human nature in a completely upside down world.
 
@Fleach:We picked up the PS3 version of Walking Dead because I read about how glitchy the 360 version was... and apparently it's glitchy across every platform.  It is a well done game and deserves recognition over the characters and story design, but considering the acclaim it has received, it does not run very well at all.

And if you haven't yet, definitely go through Catherine. It is such a fascinating experiment; the gameplay is both fun and smart in its metaphor and the variable outcomes really have some interesting takes on the nature of relationships.

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Role Playing games are my favourite genre of the gaming library. I feel it is appropriate to take a look at the games that have touched me in my time as a gamer and collector and share them with the community. Feel free to discuss your thoughts, ideas, and challenge my opinions. The conversation is welcomed.
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