There and Back Again

No, this has nothing to do with The Hobbit.  If that’s what you were looking for when you found this page, I’m sorry.

Instead, this is my entry for this month’s Round Table discussion:

We’re heading out of the summer movie blockbuster season and into the autumnal video game blockbuster season. What better time to take a look at the transition of intellectual property from the big screen to the little screen? From traditional media to interactive media? Why do so many movie-based video games fail to capture the spirit of their big screen counterparts? Is it because video games can’t tell stories as well? Is it due to budget issues? Scheduling issues? Or something more sinister (Hollywood moles attempting to undermine the rising influence of video games on consumer spending habits, perhaps)? What movie based games have succeeded? Why? How could they be better? This month’s Round Table invites you to explore video games based on Hollywood IP. Focus on a specific game, or a specific franchise, or the idea as a whole. Take a look at the business realities, design constraints, or marketing pressures. As always, your approach is entirely up to you.

The problem that I always have with adaptations of film or books into video games is that a book is written for you to hold in your hand and turn the pages, one after the other, from the beginning to the end; and films are made to be watched from your seat, for the 90 minutes to three hours it takes to tell the tale.  Games are not, or at least in my opinion should not be, designed for you to sit in front of your PC while the story unfolds in front of you.  Games should involve the player, actually involve them, not just emotionally, but physically.  The game can’t progress from start to finish without the player, at least in part, deciding how to get there.

When most movies are made into games, if I enjoyed the movie, then there is a 99.9% chance I will not enjoy the game.  Because the game isn’t the movie.  Its close, the narrative might be there… but when I watched the movie, the hero didn’t have to stop and play Bejewelled to unlock doors.  And if my participation in a game is limited to playing mini-games in order for the cut scenes to play, then I’m not interested.  The game play needs to support the story, the story needs to unfold in the gameplay, not around the outsides of it.

In a similar fashion, games turned into films suffer the same fate.  They take a game where the player is involved in the story, assisting to help it unfold, and then throwing the gamer out of the equation.  Now, you don’t get to help, you just get to watch.  Its even worse when a game does allow the player to mold the story, because then the movie is just one aspect of the story and is going to match only some of the players’ experiences.  Or worse, since the game won’t directly translate to film, they just go make up a bunch of stuff so that its not really the game any more but just some (usually bland) story with a flavor of the game.

And just like how the book is most often better than the movie… when a game takes 20 hours of solid play to complete, compacting that down to under 2 tends to hurt the story.  If the game came first, most often it is going to be better than the movie.

Personally, I think that games and movies should stay away from each other, except as inspiration.  At best, they should tell completely different stories, often with different characters, but inspired by the existance of the other.

But I don’t make games or movies, what do I know?  Well, I know that I almost never buy games based on movies, and rarely enjoy movies based on games.  Yeah, I said I “rarely enjoy” the movies, because I’m a sucker for films and I’ll see just about anything.

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Everything I Needed to Know, I Learned from Video Games

This month’s Round Table is about learning from video games.  The truth is that I actually learned quite a bit from video games.  From things as simple as Math Blaster forcing me to be able to do math fast enough to win, to budget management in games like Sim City, to teamwork and risk versus reward evaluation in EverQuest.  Games can teach quite a bit, in many cases they teach the same way life teaches: through experience.  You do, you learn.

Of course, not everything you do in games is a quality learning experience, and some games are best approached as a game only and not a lesson to be learned.  For example, no matter how many Grand Theft Auto games come out, hopefully no one “learns” that killing hookers is a decent source of cash.

The title of this entry is moderately tongue in cheek… because, obviously, I didn’t learn everything I needed to know from video games.  I learned plenty of things from TV, movies, comic books and an old homeless Navy man named Morty.

I’m kidding about the homeless guy… or am I?

But what exactly could I pretend I learned from video games?

Dungeon Keeper taught me that I can get more work from people if I beat them, but that beating them costs moral and breaks their spirits, so while they may work faster, they won’t respect me or be loyal.  Sim City showed me how to balance a budget, and understand that no matter how great things were, Godzilla might still come and destroy everything.  EverQuest taught me to be nice to people in random encounters because you never know when someone you chose to shit on is going to be the recruiting officer of that guild you want to join, or when its going to be that guy who you helped get his corpse back when no one else would.  Burnout Paradise showed me that you can work hard, pay attention, and be great, but the cross traffic at the intersections are still going to get you now and then.  Playing almost any console game online has made me understand the importance of preparation, because there is nothing more frustrating than playing with someone who jumped online and into your room as his first action, without even knowing how the controls work.  King’s Quest III taught me the importance of semantics by only allowing certain words, conjugations and word combinations to mean anything, everything else was frustration.  Warlords, and many other turn based and real time strategy games, showed me the importance of production schedules and how to think ahead before committing to decisions.  And Dead Rising taught me that when the zombie hordes come, everything is a weapon.

Of course, little of that is strictly true.  I don’t have any fantastic story about how a game helped me overcome dyslexia or cure cancer, but I do feel that games have, throughout my life, helped encourage and reinforce certain aspects of my education.  And I think that almost any game has that potential, given the right context and perhaps a guiding voice (of a teacher or parent).  Sometimes, though, games simply provided a break from learning, a rest for my brain, so that I could attack learning again later with renewed vigor.

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10 tips for dealing with game cyberbullies and griefers

Last week, while writing up my initial GameTap post, I wanted to end it with “Ready.  Set.  Game!” and I was sure I was plagiarizing it from someone, so I hit up Google for the 4-1-1.  It turns out lots of people have used it, and I was unable to determine who said it first, so I went ahead and used it.  But what really interested me was the first link that showed up.  It was for “10 tips for dealing with game cyberbullies and griefers” and it was published by Microsoft back in November of 2004.  Five links down the Google results, I learned I wasn’t the first person to find this list.

Now, I might get in trouble for this, but I really hate when I link to a website to discuss the content and the content changes or gets removed.  So, for the sake of my own posting continuing to make sense through the years, I’m going to quote the Microsoft page in its entirety:

Ready, set, game: Learn how to keep video gaming safe and fun
10 tips for dealing with game cyberbullies and griefers
Published: November 4, 2004

Known as griefers, snerts, cheese players, twinks, or just plain cyberbullies, chances are that one of these ne’er-do-wells has bothered a kid near you at least once while playing online multiplayer video games such as Halo 2, EverQuest, The Sims Online, SOCOM, and Star Wars Galaxies. Griefers are the Internet equivalent of playground bullies, who find it fun to embarrass and push around others.

What griefers do

Typical griefers: taunt others, especially beginners (also known as newbies); thwart fellow teammates in the game; use inappropriate language; cheat; form itinerant gangs with other griefers; block entryways; lure monsters toward unwary players; or otherwise use the game merely to annoy a convenient target or to harass a particular player who has reacted to their ill will.

Although they are only a small percentage of the video-game community, griefers have some game companies concerned they’ll lose subscribers. As a result, many game sites and providers are less tolerant of griefers and employ new methods to police for them and otherwise limit their impact.

The best way to deal with griefers is to educate yourself and prepare your kids to deal with them on their own terms. Here are ten tips to help you handle griefers.

10 tips to deal with griefers

  1. Ignore them. If your child doesn’t react to them, most griefers will eventually get bored and go away.
  2. Change game options. Have your kids play games with changeable rules or options that prevent certain griefer tactics, such as eliminating teammates.
  3. Create a private game. Most newer, multiplayer video games and related sites allow players to form their own exclusive games that permit only their friends to play.
  4. Play on sites with strict rules. Play on game sites with enforceable codes of conduct or terms of service and live game administrators who can ban serial griefers.
  5. Do something else. If a griefer continues to bother your child, have your child try a different game, or take a break and come back later.
  6. Report game glitches. Work with your child to identify exploitable glitches in the game or new methods to cheat. Report these to the game site administrator.
  7. Play games that limit griefers. Suggest to your child that he or she play newer games that provide specific resources to deal with griefers. Kids can use these resources to report offenders to game administrators, block or mute messages, and to vote griefers off.
  8. Don’t fight fire with fire. Make sure your child doesn’t use griefers’ tactics against a griefer, as this will likely encourage more bad behavior, or worse, label your child as a griefer.
  9. Avoid provocative names. Your child can preempt any problems if he or she avoids screen names or nicknames (often referred to as gamertags) that could encourage griefer behavior.
  10. Don’t give out personal information. Griefers (or anyone else) can use real names, phone numbers, and home or e-mail addresses, to further harass your child or cause other problems.

First off… snert?  Seeing as I have never heard that term in over twenty years of gaming, I had to go look it up.  I found it at the Urban Dictionary, and even my favorite site to look stuff up, Dictionary.com.  And while I was familiar with the word twink, I decided to look it up too and discovered that I really hope the author intended the meaning more closely related to video games.

But enough about passing fads in the English language, lets look at the actual advice.  It is, in and of itself, not bad advice, and actually is pretty much the same advice you give to kids about dealing with bullies in real life.  However, the problem, as discussed in this article on Wired.com, is that especially in these virtual worlds the “griefers” are just playing a different game.  The clearest example of this comes in the article through the discussion of how members of the Something Awful community approach the game EVE Online:

“The way that you win in EVE is you basically make life so miserable for someone else that they actually quit the game and don’t come back.”

and

“You may be playing EVE Online, but be warned: We are playing Something Awful.”

Overall, you, the player who does not want to be griefed, are at the mercy of them, the player who wants to grief you, because the whole point of most MMOs is the social interaction, which is exactly the tools they need to grief you and actually removes the tools you need to prevent them… well, unless you want to ignore rule number 8.  “Back in the day” some of the Anti-PK guilds of Ultima Online were actually more vicious than the PK guilds they hunted.

About the best you can hope for is that two griefers lock horns trying to out grief each other, which allows everyone else to ignore them and continue on with their game.

Ratings Systems

I decided that I wanted to start rating things. When I review movies or games or TV shows or the lives of people I meet or customer service or my own stupidity, I want to have one of those goofy scales so that something can be a “9 on the ProbablyNot scale”. But I can’t just arbitrarily slap one on.

Or more to the point, I needed to make sure my scale was absolutely arbitrary.

First off comes the symbol. There are the overused stars and thumbs or even lawn chairs. I wanted mine to be confusing, so I looked long and hard for a symbol to properly represent the site but also to completely misrepresent the scale itself. Eventually, I settled on the wide spread “not” symbol, as seen on road signs and warning labels everywhere.

A Lone Not

With the symbol decided, I next needed a range. Typically these ranges go to 3, 4, 5 or 10. Each of these makes logical sense, so as with my symbol, I needed to make sure my range made no sense at all. Being that my name is Jason and thanks to a particular slasher movie franchise it will forever be associated with the number 13, and I happen to like the number 13, I am going to go with 13. Oddly enough, this actually will help reduce some confusion, especially when it comes to reviewing video games. Most game reviewers use a scale from 1 to 10, and since 70% is passing is most educational establishments, people (insane people) have come to expect that a 7 out of 10 means that it is just barely passing, and anything from a 6.9999999999 down to 1 is failure. Stupid, yes, but also completely understandable to magazines looking to sell issues and to get exclusive previews of new games. So many game sites and magazines actually rate games from 7 to 10, with lower scores being reserved for items that are complete and utter crap. Back to my scale, confusion will be lessened because a “middle of the road” score on a 13 point scale is 7. So game makers can feel good in getting a 70% on my scale, as long as they realize that I give out grades up to 130% for awesomeness.

But a straight linear scale would be too easy, so two elements are added.

First, on my 13 point scale, 7 will indeed be an “average score”. What a 7 means is that whatever I am reviewing was not a complete waste of time. If I am reviewing a movie and give it a 7, that means that after two hours I felt like I’d just spent two hours, but not wasted two hours. Enjoyable, but nothing to get excited about. Being on the low end of the scale is not always a bad thing. While 7 will be middle of the road, the “worst” score to get will be a 3. A 3 means that this thing is godawful bad, and had no redeeming qualities. To score a 2 or a 1 on the scale, your product must be so horrifically bad that it actually turns a corner and becomes something I will actually share my pain with others about. The kind of shitty movie or game that I insist other people must experience to truely understand the depths of the miserable quality contained therein.

Secondly, even with a confusing symbol and an unusual scale, the review score still isn’t odd enough for me. So I’m going to also steal an idea from the ESRB (the people who rate video games for content) and the MPAA (the Motion Picture Arbitrary Assessment, or something like that) and include verbiage for why the score is what it is, but make sure those words are vague enough or strangely worded so that no matter the rating you might still want to see the thing I’m reviewing just so you can get it.

As an example, recently I saw the movie The Mist, which I might have given, had this system existed at the time:

11 out of 13 nots
for Creepiness, Social Commentary, Religious Fanaticism and Clever use of Dog Food.

All reviews will be presented with the rating first followed by a more in depth write up. In depth write ups will likely contain spoilers.

Keeping up with a rating system can be a chore, so we’ll see how long I stick with it. I might get bored and give it up, or not… who knows…

Thoughts of Spender

This is going to be a stretch, but maybe I won’t seem too off the mark by the end.

Monday, a man took a couple of guns to the Virginia Tech campus and killed thirty-one people. He wounded another twenty-nine. At least, those were the totals I remember from the stories I read. Immediately, before the bodies were even counted, the airwaves were full of people talking about why someone would do such a thing. Most notably, to me anyway, was Jack Thompson. I’m not going to provide a link, if you want to know exactly what he said you can find it. He certainly doesn’t need my help getting his message out there.

Jack, and he probably was not alone, came forward immediately to lay the blame heavy at the feet of video games, violence in the media and today’s popular culture. I’m sure if pressed he’d blame music and television and movies, but his favorite target is video games. He believes that violent video games are a training ground for violent action. He was blaming video games before the gunman’s body was cold, before we even knew the name of the shooter. Jack is a fool, but he’s a grandstanding fool who knows how to work his audience.

People… and I do mean to make a sweeping generalization here, because from time to time I’ve been known to do it too… seek out external sources for problems. They want to point a finger and say, “Ah ha!” They want to be able to identify a specific action or object that can be blamed for the problem so that it can be removed. But issues like these are usually more internal, more specific to the individual than can be dealt with by calling for blanket legislations and bannings.

People hate cancer. Cancer comes in three forms. The one cancer that everyone hopes they have if they get it is the kind that is someone else’s fault. Be it living next to power lines, or cell phones, or second hand smoke, or radiation they were exposed to at work, they want it to be not their own fault. That kind of cancer is, unfortunately, the rarest kind. The other two forms are the most prevalent. The second is self-inflicted cancer, the kind you get from smoking, the kind that comes from laying out in the sun too long too often, and people hate this cancer because they could have avoided it, probably knew the risk and ignored it. The third is the unknown cancer. You are in perfect health, don’t smoke, don’t lay out in the sun, don’t work with radioactive materials, live far away from power lines and cell phone towers, you’ve got no reason at all to have cancer, then one day you go to the doctor for an indeterminate pain in your gut only to find out you’ve got cancer. This is the one that scares the crap out of people.

It is scary because there is not anything you could have done to prevent it.

When there are shootings, like this one at Virginia Tech, or previous ones at other schools or other public areas, when one person just kinda flips their shit and kills a bunch of people, it is important to examine that person’s life and try to understand what the hell went wrong. But it is the kind of thing you cannot go into with an existing theory. If you approach it with the idea that video games did this to him or influenced him, then if you find video games you will assume that they had an effect. Jack Thompson would love nothing more than to find out this guy had a PC full of First Person Shooters or a couple of Grand Theft Auto titles for his PS2 because it would justify his theory. But the reality is that the games themselves are not justification, they are just evidence. The gunman is dead and can’t tell you if he even played those game. Now, of course, we know that he was an English major, and a playwrite, who wrote some very disturbing works and was even thought to be the school shooter type by his classmates. But at the time of the shootings, as all these talking heads took the airwaves, no one knew that. Now we know that he made videos and wrote things and had a sketchy medical history and previous encounters with faculty and staff, but even though from here it looks like a giant pile of “Hey! Look am me! I’m a nut job who is going to shoot people!!” you have to keep in mind that all this information, all this stuff, was in different people’s hands. No one saw a complete picture until it was too late.

There was a guy at my high school, he was a creepy kind of dude. Very tall, shaved head, ROTC gun nut kind of fellow… not that all ROTC guys are nutjobs, but I’m trying to paint a picture here… in addition, he was standoffish, not a whole lot of friends. I didn’t really know him that well. After graduation, during that first year when I was going to college and working full time, I woke up one morning to a horror story. This guy I didn’t know very well killed his parents and his sister. Sure, he was weird and a loner, but kill his family? His brother had escaped, jumping out of a second story window. This guy got caught, they piled up the evidence against him and his accomplice and threw him in jail. About a year later, I hired a new kid to work in my department down at the Kroger. It was the brother. After working with him a while, one night while closing up, I asked him about it. He paused, then after a couple minutes he finally spoke. Now this isn’t an exact quote, I mean, hell, it was nearly 15 years ago, but… “My brother killed my parents and my sister, and he tried to kill me. There is no question he did it. I don’t think I’ll ever understand it. No one really expected it. He was weird and all, but the truth is all the stuff they found in the garage, the knives, the bows and arrows, the kerosene and stuff, it wasn’t his. He kept all his stuff in his room. The stuff in the garage was mine. Nobody ever asked me if it was though. Isn’t that funny?” And I clearly remember all the newspapers from back when it happened talking about all the things they found, the “indicators of violence.” But this kid, the brother who got away, he just liked target shooting with the bows, collecting knives and setting things on fire. Dangerous? Sure, but he was no killer.

I remember at the time thinking of a quote, that really doesn’t apply if you consider the context of the story that it comes from, but the words, the phrasing, fit. It comes from Ray Bradbury’s The Martian Chronicles:

“And last—if it helps any, just think of me as a very crazy fellow who went berserk one summer day and never was right again. It’ll be a little easier on you that way.”
-Jeff Spender

And I thought of this again on Monday. Maybe this guy had his reasons. People will view his tapes and read his words and look at the pile of evidence and try to understand it. And maybe somewhere, somehow, it will make sense. But maybe it won’t. Perhaps it is impossible to know why he did it until you are afflicted like him, troubled like him, and if you are that troubled, that afflicted, would you act the same? Even if it somehow made sense, would you really want it to? Would knowing all the hows and whys lead us to the magic moment where his life could have been fixed if just one action had been taken, and one person could be blamed for not seeing the problem? I’m not sure that’s a road I want to go down.

You really can’t prepare for the extreme. You can’t prevent it, you can’t legislate it. You can try to keep the middle ground large and even, but nothing we can do can stop the determinedly broken from doing what they do, not without compromising the rest of us.

I think perhaps I’m better off believing that he was just a crazy fellow who went berserk one day and never was right again. It’ll be a little easier on me that way.

Next week I’ll return you to our regularly scheduled game design and commentary; book, movie and TV reviews; and the rest of the usual random crap that comes from me emptying my brain onto the internet…

Sex and Violence in Video Games

A while back in my first ‘Stuff on the Net’ links, I provided a like to the Video Game Voters Network. Basically, you sign up that you agree that legislation against games is stupid (just like legislation against movies, which there isn’t except with regards to pornography), and they will automatically draft and send a letter on your behalf to your senator.

Well, I signed up, and the letter was sent. Monday, my senator, Saxby Chambliss, sent back a reply:

Dear Mr. Pace:

Thank you for contacting me with your concerns regarding S.2126, the Family Entertainment Protection Act. I understand your concerns, and I appreciate hearing from you.

As a father and a grandfather, I understand the concern about young children being exposed to graphic pictures of violence and explicit sexual content. And while I believe it is the responsibility of parents to make sure that children are not exposed to such material, parents must have the tools necessary to protect their children and we, in Congress, must pass meaningful legislation to aid parents.

S.2126 would prohibit a business from allowing children under the age of seventeen access to any video game deemed mature, or for adults-only. This bill certainly will not prevent adolescents from playing these video games; however, they must first obtain parental approval, by way of the parents purchasing the game for the child. Should this legislation come before the Senate I will certainly keep your views in mind.

I will continue to work with my colleagues to ensure that children are protected from any kind of unsuitable material. Thank you again for taking the time to contact me. If you would like to receive timely email alerts regarding the latest congressional actions and my weekly e-newsletter, please sign up via my web site at: www.chambliss.senate.gov. Please do not hesitate to be in touch if I may ever be of assistance to you.

Sincerely,

Saxby Chambliss
United States Senate

As always, my first and foremost problem with all this is that the government should not be regulating this. At all. At most, they should review the ESRB rating system and ensure that games are being properly labelled. Of course, some people say things like, “CDs with mature lyrics have stickers, and that was the government.” But no, it’s not. The government tried to do it, but in order to keep government out, record companies voluntarily added the mature content stickers. “But what about TV ratings?” Well, the government has enforced that all TVs/VCRs/etc will have a V chip to allow a parent to control what their family watches, but the TV ratings themselves are done by the TV networks themselves to advise of content. “But its illegal to sell a ticket to an R rated movie to someone under 17!” No, it isn’t. While many movie theaters hold to that principle, movie ratings are not based in law, but are a system adopted by the MPAA to self regulate. The truth is, the government does not need to be involved with games because the ESRB is the most comprehensive system out there, and even will re-rate games if concern about an original rating is brought up.

And that gets into my second problem here… My senator wants to protect kids from bad stuff. Now, I’d say he should be backing initiatives that will allow parents to be better parents, but beside that, he is supporting a bill that will effectively do nothing. Do you honestly think that the majority of kids are buying these games for themselves? I go to Best Buy, to EB, Toys R Us, and other stores, and I never see young kids putting money down for games. The parents are buying these games for their kids despite the ratings system. Banning the sale of Mature and Adult rated games to kids will have very little impact at all. Parents will still blindly buy the same games for their kids for any of a number of reasons. About the only way to make a change would be to force the parent to watch a highlight video of the game’s worst moments before making a purchase to ensure they have actually seen what their kids are going to see.

Part and parcel to that, he is backing an Act against games, but if he really feels that kids need to be governmentally protected, the Act should be ammended to include all forms of media. Make it illegal to sell a ticket to R rated movies to kids under 17. Make it illegal to sell mature stickered music CDs to kids. Make it illegal for… err… I was going to say something about TV shows, but short of making it illegal for networks to broadcast them, well, there isn’t anything that can be done, and going that far would indeed be censorship. But hey, the V chip seems to be a good initiative. I mean, I doubt I’ll ever use mine, but I suspect that if I have kids one day I’ll feel better knowing its there and I could turn it on if I find that I don’t have time to be a part of my kid’s daily TV watching. So why not instead legislate a V chip for games, so that consoles and PCs won’t play mature rated games without an access code. I mean, if our government trusts parents with TV content, why not trust them with game content?