How Game Criticism is like Cooking a Roast Chicken Dinner

Game Criticism Cooking Slide1


What follows is the rough script and a selection of the slides for a talk presented at the Eargoat 2 event, a meetup for creative types in the greater Dublin area, held on the 14th of November, 2015. This talk covers my opinions on game criticism as a creative medium and presents an overarching argument for criticism as a craft in and of itself, rather than merely a vassal of videogame development.

My work is community funded. If you like like what you see and wish to support me, please consider visiting my Patreon and becoming a patron.
Continue reading →

Two Minute Game Crit - Metro: Last Light or: How I Learned to Stop Worrying and Love the World

This video is community funded. To support my work and help me make more of these, please consider visiting my Patreon and becoming a patron.

Transcript:

Hi, this is Two Minute Game Crit, and I’m Stephen Beirne.

When we talk about a game’s first level, it’s usually to note it as an entry-point to the game’s mechanical design–how to move, what to collect and what to avoid.

Less often do we consider it in terms of narrative design, in a broader sense than just what we learn mechanically. This is what a first level does, as well – it introduces a world and a story which we have to understand and relate to, rather than merely operate in.

Look at Metro: Last Light.

At the start of the first level we’re woken from our bed by this happy chap, who quickly gives us some exposition and our first objective – “go to Point A”. The second he leaves we’re taken to the table to pick up our stuff, and another, different conversation kicks in.

The instinctive thing is to go look for who’s talking, and in any other game we’d be allowed to, but here you only gain control after he’s finished. Straight away this puts us off a bit, since it goes against the way we feel things should be.

Once we have control, it’s fun to spend a few minutes just skirting around the bedroom for some environmental storytelling, to get into our character’s head. See what kind of music he likes. Check out his guitar, to which the game responds…

[Footage of screen briefly brightening and the sound of distant chimes.]

Whatever that means.

So we leave the room and yet another conversation starts up with these two lads in the far corner, and at the same time a tutorial box opens. So which do we focus on?

Everywhere you go, there’s this constant overlapping of things begging for your attention. It’s in how you manage your resources, figure your way through a level, and just whenever you enter a new room.

This narrative noise, and our ability to wade through it, is a key dramatic point all throughout Metro. The story here is about how fear and cynicism have destroyed humanity, and how we can repair the damage by opening our hearts to everything around us.

We may not realise it at the time, but what we’re being taught here is to choose how we see the world of Metro from the onset. Is the clutter a source of hostility and frustration? Or are you willing to filter through it and find the sense within?


Video description: Continue reading →

Two Minute Game Crit - Weapon Degradation


This video is community funded. To support my work and help me make more of these, please consider visiting my Patreon and becoming a patron.

Transcript:

Hi, this is Two Minute Game Crit and I’m Stephen Beirne.

Weapon degradation. Lots of people hate it. This whole business of weapons having a durability stat that you have to monitor in order to stop them from shattering into a billion pieces. And this is considered disruptive. There’s the sense that, when weapon degradation is working it interrupts what videogames are normally for, which is hitting things with other things. And when it’s not working it’s because you’re putting in the busywork to keep the game from annoying you.

This is not universal. There are plenty of games that are remarkable for their use of weapon degradation, like Fallout 3 and Dark Souls and The Last of Us. You can see the trend there that these have narratives which centre on survival, and the world being banjaxed. We can tell when needless busywork or additional stuff contributes to a game on a whole or takes away from it. As always it’s all about what the stuff says in the respective context.

One of the best games with weapon degradation, one of the best games in general, is Vagrant Story, a wonderful, incredible jrgp dungeon crawler Square did between Final Fantasies once upon a time. It’s got this great big cast of characters but the protagonist, a peacekeeper named Ashley Riot, spends most of time alone as he’s a solo operative.

Instead of friends, he has weapons, lots and lots of weapons. Your life is consumed by the introspection of inventory management and stat planning.

For our purposes, look at the two bars on the top left here, DP and PP. DP is Damage Points, which decrease as you wear out the weapon, usual durability stuff. PP is where it gets interesting. These are Phantom Points, and they increase as you use the weapon. The higher both of these bars, the more damage the weapon does. When Damage Points reach zero the weapon becomes kind of a dud, but you can spend a weapon’s Phantom Points to repair its durability.

The narrative of Vagrant Story is all about themes of body and soul, balancing identity and power through self-sacrifice. So Ashley’s weapons are building up a phantom, a ghost, an identity, but the more of a sense of personality they get the greater the risk to their strength. They grow fragile.

This all contributes to the weapon’s other, highly important stats of class and affinity, which also change through use and also build up in each weapon a sense of character. And then you can make your own weapons out of parts and give them their own name to call them by. ‘Wand’ might not be the best example of that though.

So, Vagrant Story. A great example of how to do weapon degradation.

God’s Work

This piece is community funded. If you enjoyed this article, please support my writing by visiting my Patreon and becoming a patron.

Today over tea, Laura picked from my head with uncanny intuition the question most bothering me this week: “why do you write about games?” She didn’t need to clarify the peculiar thing about my writing about games, specifically that I only write about games. I don’t write about books or movies or cats even though I also enjoy these things, even though I am probably fully capable to that end. If cornered I call myself a media critic—sheepishly, because people expect it’s a euphemism—but the truth is, I don’t write broadly enough to encompass the generality implied. I write about one specific type of media.

I don’t know why, I said half-honestly. I could write about films, but I don’t want to. I like to talk about films the way I write about games, but that’s as far as it goes. I hope someday to actually sit down and write that article on Return to Oz that’s been in my head since 1986. I don’t exactly know why I relegate my writing to just games other than I enjoy writing about games.

The best proper answer I can come up with is that when I was very, very young, my Dad confided in me the secret cause of Arnold Schwarzenegger’s huge arms was from having played so many videogames (which he enthusiastically demonstrated with thumb movements). This might also account for my silly interest in Schwarzenegger movies, disproportionate to their quality. I was impressionable, so it was impressed on me that games were wow amazing.[1] Continue reading →

Two Minute Game Crit - The Absence of Is


This video is community funded. To support my work and help me make more of these, please consider visiting my Patreon and becoming a patron.

Transcript:

Hi this is Two Minute Game Crit, and I’m Stephen Beirne.

What can the act of dying tell us about the afterlife? This is the question underpinning The Absence of Is.

Spoilers, by the way.

You play as one of a team of researchers experimenting with recording the images that fill a mind as it edges towards death. The images come from your colleagues, and them locked in vats in the laboratory. It’s your job to sedate them right to the brink of death so your machines can do their thing.

When you play back the initial footage, it shows a kind of ‘life flashing before your eyes’, highly-symbolic near-death experience story. As the sessions go on, the visions veer farther and farther away from reality and become more abstract and hostile. Objects representing trauma – a door, a monument, a desolate home – recur as motifs and eventually consume each person’s mind.

So they all end up dead but even at that there’s a little trick going on here, because I think this game is actually more cynical than it lets on. It’s much more interested in themes of unknowability than themes of discovery.

Take its use of mechanics – you’ve to flick switches to alternately sedate or revive your teammates. It’s dreadfully cheesy and seems inconsistent with the game’s otherwise sombre tone. Like its just there to introduce the sense of challenge and a failstate.

But when you consider that the game‘s not interested in answering what seems to be the central question and instead leaves everyone else dead and you still no wiser for it until some unrealisable tomorrow, then the possibility of accidentally killing a colleague too early is valuable in highlighting the loss, and your inadequacy, when you hit the inevitable dead end.

It’s a framing device, and sure on a whole, The Absence of Is is framed rather oddly. It’s supposedly based on an unpublished novel of the same name written by one of the developers.

So players who want to look into the game’s underlying message have to pine after this inaccessible, perhaps non-existent source material. It puts them in basically the same place as the research team. Albeit, hopefully, a little bit more alive.