It’s all too realistic?

Gaming is changing constantly, as we’ve observed in class.  Most recently I read a blog that discussed how graphics will look in the coming year, and wow — it’s completely realistic.  Check out this trailer to a game designing program coming out within the next year, CryENGINE 3.

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The details are insane!  It’s pretty awesome — the detail in the face of the man, the shadowing, the sophisticated lighting effects — it’s so realistic.  The possibilities to create an authentic setting and experience seem pretty limitless with the advances in technology we’re moving towards.  In a lot of ways, that’s really exciting.

Still, what really got me about this in particular is the drastic contrast to the games we’ve been playing in class, which are more concept based and arguably not graphic heavy or graphic focused.  This truly alters the experience.  I mean, think about interactive fiction where we get no images, only words that we use to interpret the author’s intended meaning and relate to our own experience and thus, create our own meaning.  Then contrast it to the above trailer and the possibilities associated with it; the realism in games almost makes it mindless because what you see is simply, what it is.  Furthermore, compare this experience to Nelson’s work, which relied on images to convey meaning but the images were abstract, cluttered, or non-literal.  It’s the very opposite of the direction we’re moving in.  That’s fine, but I can’t decide which experience is more valuable or even, more desirable.

When you play a game that looks so much like real life, there is a risk that there’s less to interpret; you’re not as encouraged to relate it to your experience or enhance your understanding of yourself through the game play because it’s all right there.  Whereas with games we play in class, you have to dwell on your time playing because so much is left undefined by the images, words and directions.  While I think both types of gaming are valuable in different ways, to me, this enhanced imaging is sort of limiting my experience to only what’s presented to me; essentially, it being so realistic almost makes it too straight-forward.

I also think this leads to another topic — escapism.  Lately, I’ve noticed a trend in film and TV and such that the highest critically regarded media is that which paints life realistically.  A recent example that I saw of this was George Clooney’s The Descendants, which was nominated for some Oscars and Academy Awards.  Okay, fine, it’s a good movie but literally nothing happens; what I’m watching is the depressing truth about typical American families.  It had heart and was beautifully filmed to show Hawaii not as paradise but as a place where people live and die.  Why is this worth watching in the movies though, when I could look to a very similar story right next door?   With the culmination of this realism in film and games and now social interaction becoming dependent on technology, I start to wonder why we value technology that essentially emulate real life rather than just living and enjoying our own reality?

So in this class, I think the best balance we’ve seen is The Path, which combined fairly good graphics with a narrative that still needed interpretation, and images that still required thought.  We saw in discussion how everyone perceived similar conflicts between the sisters and growing up, but how we consumed those themes and related them to our own experience differently.  I guess this argument may be hard to define because there are so many shades of gray, but in general, I appreciate that enhanced graphics and special effects have really improved in the last 50 years across the board, but I am concerned that we’re losing meaning and becoming disengaged by having everything presented to us in such realistic, straight-forward terms.

 

Prom Week

Prom Week is recently released game from the UC Santa Cruz Expressive Intelligence Studio. It takes place in an over the top, stereotypical American highschool in the week before prom. The creators describe the game as a puzzle game based on “social physics”. Where typical physics puzzles might involve manipulating levers, weights, and momentum to move an object from point A to point B, Prom Week levels are along the lines of “Get the nerd elected prom king”. Playing it I found two things. It is very difficult, and very funny.

In one early level, the main character in the story is the slacker skater dude named Doug. Doug decides that maybe he should try to get a date for prom, and maybe repair some of the enemies he has made in the past four years. Interaction with the game involves playing from a omniscient position rather than just as Doug. You select a character, then select a second and can initiate a variety of actions between them (Ask out, flirt, insult, confide in, etc) depending on their current relationship. My first move was to make Doug walk up to Oswald, the mean popular kid, and initiate a “brag”, which if successful would make Doug cooler in Oswald’s eyes. Surprisingly (not) it failed miserably, leaving Oswald with a lower opinion of Doug, and Doug with feelings of embaressment. This game is tougher than I first thought.

Theoretical Digression:

Noah Wardrip-Fruin, a professor from UCSC who worked with the Prom Week team, published a book entitled Expressive Processing (his dissertation of the same title is available for free on his website. Among the many ideas he explores in this book is three different patterns of interpreting interactive systems.

He calls the first “The Eliza Effect” after Eliza the early “Artificial Intelligence” that was nothing more than a clever text manipulator. Despite its underlying simplicity, many early users were tricked into believing Eliza possessed intelligence. The Eliza Effect occurs when an audience over-estimates the system’s complexity.

The second he calls “The Tale-Spin Effect”, and it is the opposite of the Eliza Effect. Tale-Spin was a research project by James Meehan.
The program simulated characters and their goals, spitting out a simple fairy tale that related the events of the story.
Sample Output:
“ONCE UPON A TIME GEORGE ANT LIVED NEAR A PATCH OF GROUND. THERE WAS A NEST IN AN ASH TREE. WILMA BIRD LIVED IN THE NEST. THERE WAS SOME WATER IN A RIVER. WILMA KNEW THAT THE WATER WAS IN THE RIVER. GEORGE KNEW THAT THE WATER WAS IN THE RIVER. ONE DAY WILMA WAS VERY THIRSTY. WILMA WANTED TO GET NEAR SOME WATER. WILMA FLEW FROM HER NEST ACROSS THE MEADOW THROUGH A VALLEY TO THE RIVER. WILMA DRANK THE WATER. WILMA WASN’T THIRSTY ANYMORE.”

Great literature this is not. Given this, most readers would think that the underlying system is as simple as the prose that it outputs. However, these environments and characters are intricately modeled. Thus, the Tale-Spin Effect occurs when an audience under-estimates the system’s complexity, due to a faulty interface.

The “Sim City Effect” is the happy middle ground. Sim City is a relatively complex simulation of an urban environment, and by playing with the game, players come to understand the system. Exposing the complexity of the system to the audience results in the Sim City Effect.

Wardrip-Fruin has stated that Prom Week was intended to try to answer this question posed in his book:
“Can we find similar success with characters more complex than eight mood meters, and fictions more well formed than The Sims’s implied progression through possessions and careers?”

As a player, I glimpsed that the social simulation’s complexity when I failed to impress Oswald with my fumbling “brag” attempt. Making significant progress in the game requires laying groundwork, perhaps by impressing one of Oswald’s friends first, or by humiliating one of his enemies. That said, I have found it difficult to predict the results of my actions. The game gives you tons of information about what factors will influence the success or failure of your choices, but sometimes “success” has unexpected side effects. I need to spend more time improving my own play, but have enjoyed my initial experience with it.

Truth or Fail

I recently discovered there is a channel on YouTube called “Truth or Fail.” The channel’s description is: “An online test of your brain power, Truth or Fail is YouTube’s first game show. Hosted by a variety of YouTube celebrities, Truth or Fail presents you with two supposed facts. All you have to do is click on the true one, or you fail.”

The Truth of Fail channel contains over twenty different videos you can watch, each of which is the beginning of a different game focusing on a specific category. The video will have a person stating two outlandish facts and then asking you which of the two facts is actually true. Each fact shows up as a link leading to another YouTube video. If you click the correct answer the link will direct you to another video. The person will then let you know you have answered correctly and provide you with two new facts.

If you answer incorrectly, the link will send you to a video also providing you with another set of facts, only after letting you know you have failed. This will continue until you complete five rounds. At the end of the video containing the final set of facts you will be given the option to grade how well you did on the quiz. The choices are 1/5, 2/5, 3/5, 4/5 and 5/5 and each of these choices links to another video. In the final video the person will respond based on how well, or how poorly, you did on the quiz. The game ends with links to the beginning of another game.

I had previously questioned whether or not YouTube videos, namely videos, belonged in the Electronic Literature canon. I still stand by my argument that the majority of videos, although they possess narrative qualities and are born digital, should not be guaranteed a place in the canon. Standard YouTube videos lack any sort of interactive qualities besides the basic actions of clicking the play button and watching the video. To quote my previous post, “If watching a video were enough than every video would fall into the canon and I don’t believe that is so.”

The Truth or Fail videos differ from the standard YouTube video in that they require user interaction in order to get the full experience of the game. The format of the videos reminded me of the Choose-Your-Adventure games because you could get different results based on the answer you chose. The Choose-Your-Adventure games only worked so long as you continued choosing your own adventure in order to further your progress in the game. Similarly, these game show videos only work if you choose an answer in order to proceed. You could easily just watch one video and not chose any answer, but then the game would just end.