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Feels Like It


Ta-metru_defender

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Essays, Not Rants! 116: Feels Like It

 

Ever played Star Wars? No, not Force Unlesahed or Rogue Squadron, we’re talking the Star Wars game, the original 1983 arcade game from Atari. It’s not the most complex game out there. In lieu of sprites the game uses crude vector graphics to give you an outline of TIE Fighters (that shoot fireballs), laser turrets, and the classic trench run. Using the yoke you fly through space, attack TIE Fighters and dodge obstacles. Like the Millennium Falcon, the game may not look like much but it’s got it where it counts. Star Wars the game feels like Star Wars the movie. You get to fly a freaking X-Wing, zipping around the Death Star and firing lasers. It controls smooth and, yes, you can also fire a proton torpedo into the exhaust port.

 

This ‘feel,’ that an adaption must capture the spirit of whatever it’s adapting, is terribly important. A movie-from-a-book has to provoke the feeling of the book, as does a sequel. The Hunger Games needs to carry over the books’ feeling of desperate insurrection, Star Wars Episode VII has to have that sense of wonder and high adventure the Holy Trilogy had.

 

It’s equally important in video games, which adapt reality (or semi-reality, or fantasy, or abstract ideas) into an interactive medium. While developing Super Mario 64, Shigeru Miyamoto wanted to make sure that just controlling Mario was fun, regardless of the environment. Game feel, as this is called, is crucial to gaming. Pac-Man has to respond to quick changes in the joystick and the car you’re driving should move like one too. If it doesn’t, it breaks the connection between the player and the game. That’s game feel which, important as it is, isn’t quite what I’m talking about.

 

When you’re playing a game, particularly one adapting an established work, gameplay has to reflect that work. Like I said before, flying that X-Wing in the arcade feels like how you’d imagine flying an X-Wing would. If a game about flying an X-Wing wouldn’t let you fire proton torpedoes or make those wonderful sound effects, it wouldn’t be as good.

 

A game that does this really well is Spider-Man that came out for the PS1 in 2000. Sure, it’s not the most graphically advanced (or even feature rich) game by today’s standards, but it feels like Spider-Man. You can swing around levels, stick to the ceiling and climb along the walls. Spidey doles out wisecracks and quips along the way as you beat up thugs and villains like Mysterio and Rhino. For all intents and purposes, you are Spider-Man. And thus the game is an absolute joy to play. Newer Spider-Man games, for all their open world New Yorks, longer playtimes, and additional features, can get bogged down in trying to find a special gimmick when, really, being Spider-Man is the biggest feature the game needs, so long as it feels like a Spider-Man game through gameplay and story.

 

The game LEGO Marvel Super Heroes is another great example of a game that gets it right. There’s an open world New York City to explore between missions that, well, isn’t exactly accurate (the Empire State Building is not that close to the Brooklyn Bridge!), but hey, it seems like it well enough. More importantly, the super heroes feel like the super heroes.

 

Let’s start with Iron Man. In the Mark VI, Tony can fly around (and double tapping X speeds him up with a spiffy sonic boom effect). Fighting mooks has him firing repulsors or punching aided by his repulsors. Alternately he can fire a charged blast from his chest or aim at a bunch of targets and he’ll fire rockets (y’know, like in

). This wonderful. Playing as Iron Man feels like Iron Man. Just flying around New York and destroying street lamps with your rockets is a pleasure.

 

The team behind LEGO Marvel Superheroes show that they love the source material throughout the game. Fighting as Black Widow can trigger finishing moves ripped straight from the films. Playable characters include all of the Sinister Six, Ms Marvel, Deadpool, and even Howard the Duck. The game is interactive fanservice, and it is wonderful. Playing the game evokes the same sense that the movies, comics, or even the culture around the Marvel property does.

 

Games like this are great because they capture the escapism that makes the concept so great. The Arkham series lets you beat up thugs and supervillains with the smooth, restrained brutality you’d expect from Batman. Halo allows you to be an unstoppable supersoldier. Burnout Paradise gives you the thrill of racing through a city. Basically, what I’m saying is if a game’s gonna let you fly an X-Wing or be a superhero, it had darn well better let you.

 

Further Reading: Henry Jenkins’ article on Narrative Architecture, particularly the section Evocative Spaces beginning on page 5. I may not completely agree with him, but he makes valid points that had a bearing of influence on this essay.

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The Lego Marvel game is awesome. For some reason I've always liked Mystirio and no other game has let me play as him.

 

But I think shooters in general have problems with this. Like when I play Bioshock Infinite and keep getting killed and miraculously revived with no explination. (I enjoyed this game immensely, but it does suffer from some flaws) where in most other shooters, you have to go from beginning to end without, technically dieing, as you get pushed back when you do. But I'm more than likely overanalyzing things.

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Other lessons to be learned from that classic Star Wars arcade game is that not all video game adaptations have to sum up the entire story they're adapting, and that a game that does a few things really well can be better overall than a game that tries to let you do everything but doesn't do everything equally well. I personally feel that the latter lesson would greatly benefit the developers of many of today's triple-A video games. Often I read reviews of big-budget open-world games and wonder if isolating the game mechanics that perform best and making the game solely about those might make for a cheaper and more polished game.

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@Shockwave:
Really now? I thought Infinite did a great job of justifying the whole extra lives thing (y'know, multiverse). It made sense within the narrative of the game.
If it bothers you, then ask yourself why does Mario have three lives, or Master Chief unlimited? It's a game convention, haha.

 

@Lynchir:

That's basically what Jenkins was saying, which, well, I don't know how I feel about it. On the one hand, yes, that's a great ploy and it makes arcade Star Wars so much fun. On the other, I think games should be able to tell a succinct story by themselves. So I think it's case by case and works for Star Wars because it's so iconic.

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I guess I can kinda see that. But when I mentioned halo as doing it well (And most video games) I meant the checkpoint system. When you complete the story you've technically made it through without dying once. Even though you've probably died several times.

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Right. And to that Assassin's Creed, (the first one, anyway) found a way to justify it: you were reliving memories and taking 'damage' was you not acting out the memory correctly. Props to them for using it. The latter games do use the same idea of synchronization to justify extra lives, I suppose.

 

So would you say roguelikes like FTL do a good job of eliminating this dissonance?

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Hm. I haven't played many of those... I've played binding of Isaac, I do believe that's a rouge-like... But it not being explained there doesn't bother me as much, because it doesn't really have any bearing on the game, and the lego games don't concern themselves with trying to explain it. But a game like Bioshock: Infinite is extremely story driven. And the fact that they have a perfectly good way to avoid death without making it a big issue is probably what makes it worse for me. Since I glossed over most of what happened in the beginning of the game, not hearing or not paying attention I missed a good portion of the explanation. Granted I think that stuffs more for a different play-through to compound what happened in the game, but that's a whole separate issue. 

 

And most of the rougelikes I've played (Spelunky and ROTMG are the only ones that come to mind), they all dealt with permeate.

 

On a sidenote, I think I need to get FTL as I've wanted to try it for awhile.

 

And sorry about the slow response time... 

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I guess the extra life thing of video games boils down to one question: does it interrupt your experience? Or does ludonarrative dissonance throw you off? Games like the one I discuss in the blog post feel right; flying an X-Wing or pretending to be Iron Man. That's plain fun.

 

And yes. Play FTL. You have no excuse not to, except that you will no longer see the sun and the names of your ship will progressively be filled with more profanities as they catch on fire one by one.

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I think we can agree on that. 

 

I'll try to grab FTL when it goes on sale again. I'm a bit short on funds due to preordering Smash Bros and Destiny...

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