F.E.A.R. of a flashlight

Been a while, eh? I bet you’re interested in what video games I’ve been playing. Well, you’ve talked me into it.

In my spare time, I’ve been playing through an old—and it pains me to use that adjective to describe a game released in 2005, which seems like it was just yesterday—first-person shooter called F.E.A.R. (with the periods; it’s an abbreviation for something). F.E.A.R. combines the venerable first-person shooter genre with the J-horror “scary long-haired girl” genre. So it’s like The Grudge, if Sarah Michelle Gellar had an AR-15 and was being constantly attacked by evil clone troopers.

It could be worse. You could be working for N.E.R.V.O.U.S.

It’s a neat game; it’s kinda scary, and the gun battles are fun in a way that I hope real-life gun battles are not. But one thing really stands out as meriting comment: the Flashlight.

You see, much of the game takes place in creepy, poorly-lit environments from which scary stuff is frequently jumping out at you. In some areas the lighting is so dim (or non-existent) that you cannot see at all. Fortunately, the game has a solution: you have been equipped with a Flashlight.

But not just any flashlight. You see, your flashlight has 20 seconds of battery life before it switches off and must be recharged, a process that takes about 5 seconds. So travelling through dark areas is a matter of racing forward while your flashlight battery drains, then standing still for a few seconds while it recharges; at which point you switch it back on and move forward for 20 more seconds.

One understands the design motive behind this gameplay device. To make sure you spend at least some of the game in the scary dark, illumination is treated as a somewhat limited resource. Doom 3, which came out a few years before F.E.A.R. and relied on a similarly shadowy environment to creep you out, did something similar and was roundly mocked for its solution: you can have your flashlight out, or you could have a weapon out, but not both at the same time. I didn’t mind this tradeoff too much as it forced some tough choices every now and then (and really, I’m OK with not being able to wield a plasma cannon in one hand a flashlight in the other); but it’s hard to argue against the typical gamer complaints: if you’re such a bad-ass space marine, why don’t you just duct-tape the flashlight to the barrel of your gun? Or hold it in your teeth like they do in Hollywood movies? Or tie it to your helmet?

Why, indeed. F.E.A.R.‘s attempt to make turning on your flashlight a tactical dilemma is even worse, though. You’re a high-tech commando employed by some awesome secret agency, and you can’t get a flashlight that lasts more than 20 seconds? That is the worst flashlight ever. Let’s be honest: my 4-year-old daughter has a plastic flashlight shaped like a bee that diffuses its quickening ray from the “bee’s” rump, and it’s a more practical flashlight than the one they give you in F.E.A.R.

Pre-order F.E.A.R. 4 from Gamestop and get the limited edition KR-31 "Killer Bee" flashlight with which you can illuminate all your foes.

It’s an interesting game design problem, though. Like most FPS games, F.E.A.R. proudly boasts an extremely detailed and realistic environment. Buildings look and are laid out like real-life buildings. Your guns behave in a way that your typical basement-dwelling game nerd would consider realistic. Bullets knock nicely detailed chunks of concrete out of walls and shatter windows; rooms fill with blinding gunsmoke after lengthy gun battles. All of the graphics and combat mechanics work overtime to be as life-like and immersive as possible.

Yet it’s also fun to force the player travel through scary areas without reliable illumination. And so in the specific case of your flashlight, the game chucks immersion to the wind and gives you a wonky lightstick that has to be “recharged” every few seconds, because that’s more fun.

You can have realistic and immersive, or you can have gamey and fun; but when both are present in the same game, it’s a big distraction.

I’m reminded of an excellent essay on the lasting appeal of the original Doom, which had infinitely less believable environments but which turned that into a virtue:

While some of Doom’s levels have a very thin fiction via their title (eg “Hangar”) and general texturing theme, if you actually explore them you find they only resemble real locations in the loosest sense possible. This is precisely what allowed Doom’s level design to present a wide variety of interesting tactical setups. Level designers didn’t have to worry about whether a change made something look less like a hangar or a barracks, just whether it was better for gameplay. This was especially critical for a style of game that was just finding its feet in 1993.

As the march of technology has allowed ever-higher graphical fidelity, virtually every FPS since Doom has attempted greater and greater representationalism with its environments. While games like System Shock began to show that a real sense of place can be a huge draw in itself, designers of such games will always have to manage the tension between compelling fiction and optimal function, unless you are willing to go all out and have the kind of weird, abstract spaces Doom has. I would love to see more modern games break with this conventional wisdom and see where it leads, if only in an indie or experimental context.

F.E.A.R. is fun and elaborately crafted. But so was Doom, and Doom didn’t feel obliged to painstakingly recreate entire office blocks. Doom threw together a minotaur maze, slapped blinking lights on the walls, and called the level “Nuclear Plant.”

Now if you’ll excuse me, my flashlight is fully recharged and I’ve got to get back to the shooting.

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One man’s trash is another man’s campaign notes: the archaeology of used games

I never visit a used bookstore without checking its science fiction/fantasy section for used board or roleplaying games. If you’ve ever come across an amazing find in a neglected, dust-covered stack of old games at a used bookstore, you’ll agree that previously-owned games are much more fun to buy than brand-new shiny ones.

There’s something satisfying about reading and playing a game that somebody else has enjoyed. Flipping through a rulebook filled with somebody else’s signature, gameplay notes, or character sheets, you wonder: Why did they buy this game? What did they do with it? Did it entertain a group of friends for years, creating memories that they all recall fondly to this day? Or was it played once and set on the shelf to gather dust?

The used games on my bookshelf are filled with interesting artifacts of their previous owners. One of my first roleplaying purchases was previously owned—I bought the 2nd edition AD&D rulebooks from somebody who had upgraded from 1st edition but then decided that he hated the changes between editions. (He ranted as he sold me the books that the new edition was the death knell of D&D—an argument that’s trotted out to this day everytime a new D&D edition is released.)

All throughout the Player’s Handbook, whenever he came across a difficult vocabulary word, he penned in its definition above it:

Gary Gygax was the best thing to happen to my teenage vocabulary and reading comprehension.

Used boxed games are often a treasure trove of insight into their former owners. I have quite a few filled with custom character sheets and campaign notes. Here’s an example of such a character sheet from my used copy of Twilight 2000:

Meet Alexander Kaliber, no doubt a carefully balanced and realistic character. Check out that armament!

Paper-clipped to that character sheet were ten pages photocopied from a book about modern (in the 1980s) chemical warfare. I hope that was just in-game research.

You can also get a sense of how people prepared for their games. Several of my old D&D adventure modules contain map notes scribbled in by devious gamemasters. My tattered copy of The Great Old Ones for Call of Cthulhu is filled with highlighting—presumably the GM needed some help remembering important game details:

Seriously, the entire chapter is highlighted this heavily. It's headache-inducing.

And occasionally, you find something just bizarre in an old game. Last weekend, my wife treated me to a trip to the local used bookstore, where for a Father’s Day present I picked up a banged-up but mostly complete copy of the wargame 2nd Fleet. 2nd Fleet is a complicated, realistic emulation of NATO-Soviet naval warfare in the North Atlantic. So what did I find folded up and tucked guiltily into the rulebook?

Why--what were you expecting to find hidden in the rulebook for a highly-complex historical simulation?

I feel a strange compulsion to leave that keep that lurid sketch in there—at this point, it’s almost part of the game.

I can only hope that when I sell off my games, I leave a few gems hidden away in them for future gamers to discover… and feel uncomfortable about.

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Horribly overused apocalyptic-sounding words you should avoid putting in the name of your cheesy book, movie, or videogame

I know you want your edgy, violent media product to sound suitably grim and epic. But from now on, please consider these terms off-limits:

  • Redemption
  • Prophecy
  • Legacy
  • Salvation
  • Fate
  • Dead
  • Legend
  • Trinity
  • Dark
  • Age
  • Creed
  • Tale
  • Blood
  • Doom
  • Resurrection

If that scuttles your plan to release Blood Prophecy: Legacy of Dark Redemption, here are some woefully under-utilized, kinda-religious-sounding words you might try instead:

  • Transubstantiation
  • Monophysite
  • Dispensation
  • Cloister
  • Homo(i)oúsios
  • Diffused
  • Thummim
  • Pseudo-Dionysian
  • Semipelagian
  • Hermetic
  • Exegesis
  • Ordination
  • Exhortation

Any I’ve missed, in either list?

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Won’t you think of the (fictional) children?!

A lot of things in your life and attitude change when you become a parent. That is, of course, not exactly a brilliant insight for the ages. But I was unprepared for one minor but very definite change in myself that took place almost immediately upon the birth of our daughter three years ago: I became utterly unable to handle the sight, or even the thought, of a child’s suffering in books, movies, or the newspaper.

Before our daughter’s birth, my tastes in entertainment were pretty “mainstream American”—that is, jaded. While I didn’t enjoy the extreme end of cinematic violence, I could watch a Tarantino movie without flinching (much). I played ultra-violent video games. I approached fictional violence and death involving children the same way I approached violence and death involving adults: sometimes unpleasant, sometimes tear-jerking, but nothing that merited emotional investment beyond what the film’s (or book’s) narrative called for.

Then our wonderful, beautiful daughter was born.

I noticed the change a few months after that. My wife and I were watching an episode of The X-Files during one of those rare breaks in between infant care. In the episode, two young children—a toddler and a slightly older boy—are murdered by the villain. Nothing graphic; the deaths take place offscreen.

I can confidently say that before parenthood, this wouldn’t have bothered me in the slightest, beyond establishing that the bad guy was really bad. But I was physically shaken. I wanted to turn off the episode. Afterward, I couldn’t stop thinking about it. How impossibly cruel, to kill these fictional children! How impossibly painful for this fictional family!

Beyond being upset—something I could easily explain as anxiety about my own daughter’s safety—I felt something stronger: real anger and resentment toward the episode and its creators. On one level I was angry that the writers had successfully exploited my new emotional weakness. But I was actively angry just at the thought of somebody using the suffering and death of a child in something so tawdry as a TV show. I tried to imagine the sort of empty-souled shell of a human being that would use a child’s death (even a fictional one) as a mere plot device.

Since then, this emotional hot-button of mine has shown no signs of going away. I can’t watch or read even the mildest instance of cruelty or violence inflicted on a child without wanting to physically get up and leave… and punch the screenwriter/author. Just seeing a kid threatened with violence—say, by a villain trying to blackmail a movie’s protagonist—is enough to freak me out. The other day I actually threw a book down in anger, something I don’t think I’ve ever done before, when a character in the story cruelly hurt a child. When I read or watch such a thing, I wonder about how the fictional child’s fictional parents will ever cope; and now even when an adult is hurt or killed, I wonder if the fictional adult has fictional kids whose lives have just been ruined.

I had never really thought about how common it is to use threats against children to drive plots and increase suspense. Intellectually I don’t have a problem with that storytelling device, but these days I demand that there be a really good narrative reason for it.

I imagine this will fade a bit with time. But right now, I find myself avoiding movies, books, or video games where I even suspect a child may suffer.

I can understand why my mind has reached this point, but the suddenness and completeness of the change caught me off guard. And I should note that I don’t especially miss being jaded about this topic—it’d be nice to feel less emotional wimpy while watching movies and TV, but I’m not really interested in going back to being a person who didn’t bat an eyelash at the fictional portrayal of violence against kids.

It makes me wonder at all the other commonplace narrative setups—rape, domestic violence, murder, grief, loss of a loved one, etc.—that go right past me without registering but prey on the emotional vulnerabilities of people who’ve experienced them in real life.

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“We’ll have to destroy them ship-to-ship. Get the crews to their fighters.”

I like library used-book shops, because you never know what you’ll find in them. Usually they’re little more than a closet full of James Patterson novels selling for $.25 each. But the library shop in my parents’ hometown is a good one where my family has made many an unusual discovery over the years.

That trend continued over the holidays; while visiting my parents, we stopped by the library shop and I picked up these two treasures (still shrinkwrapped) for a buck apiece:

Those are two of the most fondly-remembered space simulators in videogame history: X-Wing and TIE Fighter. They came out during the heyday of LucasFilm’s (now LucasArts) game development, before they decided to stop making interesting games and make only mediocre Star Wars titles.

X-Wing and TIE Fighter were, obviously, Star Wars titles, but they weren’t mediocre. Their roots lie in Lawrence Holland’s World War 2 flight simulators, one of which (Their Finest Hour) absorbed many an evening on my Amiga. (Their Finest Hour even came with a 200-page history of the Battle of Britain that I used as the primary source for a high school paper. Hey, it was better than anything in the school library….)

There are plenty of space simulators out there today, but they seem to have slid into a niche below the radar of most gamers. X-Wing and TIE Fighter hearken back to bygone days when, for a glorious stretch of years starting with Wing Commander and (probably) ending with Freespace 2, space combat simulators were the kings of gaming.

So I hope to relive those halcyon days with these two gems. That is, assuming I can find a computer with a floppy disk drive:

What about you? Were you gaming during the Great Space/Flight Simulator glory days? What ships did you pilot to victory?

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The reason for the season

It’s that time of year! That’s right; it’s time to turn on the holiday music, assemble the Christmas tree, and haul this sucker out of the basement where it has slept dreaming for the last year:

It's even clearly labelled and everything.

What treasures await us inside the box? I think you know.

Yes, Virginia, that is a Sy Snootles and the Max Rebo Band ornament. Jealous?

No Christmas is complete without a Christmas tree completely buried in Star Wars ornaments. This year’s decoration went reasonably well, although our three-year-old did request that the Darth Vader ornament be moved to the back of the tree because it was scaring her. (The stormtrooper ornament was banished as well.)

In retrospect, I definitely missed an opportunity to lecture her about one of life’s hard realities: fear leads to anger, anger leads to hate, hate leads to suffering. And that, in turn, leads to you eventually getting tossed down into the Death Star’s power core by your apprentice.

Oh well. Life will teach her that lesson soon enough without my help. Also, Merry Christmas.

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You know who else liked instinct?

What a surprise—Michael Moorcock didn’t like Star Wars either when it came out:

This sort of implicit paternalism is seen in high relief in the currently popular Star Wars series which also presents a somewhat disturbing anti-rationalism in its quasi-religious ‘Force’ which unites the Jedi Knights (are we back to Wellsian ‘samurai’ again?) and upon whose power they can draw, like some holy brotherhood, some band of Knights Templar. Star Wars is a pure example of the genre (in that it is a compendium of other people’s ideas) in its implicit structure — quasi-children, fighting for a paternalistic authority, win through in the end and stand bashfully before the princess while medals are placed around their necks.

Star Wars carries the paternalistic messages of almost all generic adventure fiction (may the Force never arrive on your doorstep at three o’clock in the morning) and has all the right characters. it raises ‘instinct’ above reason (a fundamental to Nazi doctrine) and promotes a kind of sentimental romanticism attractive to the young and idealistic while protective of existing institutions.

Look, buddy, if you’re going to bag on Star Wars, you have to be doing it for the right reason.

Star Wars, alongside Lord of the Rings, makes two genre-defining things that Moorcock hates (that is, considers “crypto-Stalinist”) which are are orders of magnitude more popular than Moorcock’s own writing. Oh, also “C. S. Lewis, Frank Herbert, Isaac Asimov and the rest.” I’m starting to detect a pattern.

Update: Moorcock (or the article transcriber) spells “Tolkien” incorrectly throughout his essay. So maybe he’s talking about a totally different Tolkien. Er, “Tolkein.”

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XP for death and failure; and other interesting uses for Experience Points

I recently came across an interesting post at Gothridge Manor about one of AD&D’s weirder rules: experience for death. The 1st edition Dungeon Master’s Guide rules that a character who dies and is subsequently brought back to life earns 1000 experience points (XP).

In old-school D&D, you generally got XP for defeating monsters and gaining treasure, with a few interesting exceptions like the above. These days, many games use a fairly abstract system of awarding XP wherein characters are awarded a set amount of XP for a combination of in-game success and good roleplaying.

The cover of the 1989 Rolemaster boxed set.

That’s a fine way to do it. But the “experience for death” rule reminds me of the quirkier and much more ambitious method of awarding XP found in the pages of the Rolemaster RPG. Rolemaster, itself pitched as a more “realistic” take on fantasy adventuring than its contemporary AD&D, awards XP for extremely specific individual in-game actions.

For instance, in classic Rolemaster (2nd edition, and perhaps in other editions too), your character gains experience not just for defeating an enemy, but for each point of damage dealt to an enemy. And going beyond that, you gain experience for each critical hit (i.e., severe wound) you inflict. In fact, you get XP for each wound inflicted on you. (And yes, you get experience for dying and then coming back to life.) Outside of combat, you get XP for every mile your character travels and for every impressive physical maneuver your character pulls off. There are specific XP awards for casting spells and even for coming up with good ideas.

The paperwork is oppressive; even my nerdy junior-high gaming group, always eager to squeeze as much XP out of a gaming session as possible, usually failed to diligently record every single blow landed in combat for later XP calculation. These days I’m lucky if I remember approximately how many orcs the characters beat down in the course of an evening’s game; I can’t imagine filling out Rolemaster’s intimidating experience tracking chart, faithfully marking down the severity of each critical wound delivered in the course of a routine fight.

But this hyper-detailed system has its charms, and there are some neat ideas to be extracted from it even if you recoil from the detail:

  • Experience for failure. It might seem odd at first that your character would earn experience for being struck or seriously wounded in combat. If your character is getting slapped around in a fight, isn’t he “losing”? Perhaps, but consider the educational power of failure in life. In a combat situation, you might fall for a feint or sneaky manuver once, but assuming you survive said failure, you’re highly unlikely to fall for it again. You’ve learned a lesson you’ll carry with you into future combat situations.
  • Decreased experience for familiar accomplishments. Another neat little twist in Rolemaster is that your XP earned for accomplishing something—say, defeating a goblin—is multiplied by a different value depending on how many times you’ve accomplished the task in the past. If this is your first goblin kill, you get five times the normal XP for pulling it off. After you’ve taken out a few of the green nuisances, that multiplier value goes down; you’ve done this enough that you’re not learning as much from it. And when you reach the point where you can singlehandedly plow through an ocean of the luckless beasts, you’ve probably got the goblin-whomping down to a science and are getting 1/2 of its normal XP value.

All in all, I’m fine with the more abstracted system of awarding XP. D&D 4e’s method of assigning experience points to the entire group based on the difficulty of a particular challenge is probably close to my ideal. But I do sometimes miss the very detailed method, and the slightly unconventional uses of XP it allows.

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Guided tours of Bond, Holmes, and Lovecraft

I don’t know if it qualifies as a meme (or if the cool people are even still using that word), but Ken Hite started something nifty with his “Tour de Lovecraft” project. Hite read his way through H.P. Lovecraft’s stories and wrote up a short essay about each one—a combination of critical analysis and personal reflection. Although it started as a project on his blog, those essays have been published as a book (which I heartily recommend, should you ever decide to delve into Lovecraft yourself).

Now others have picked up that idea, following the same format with different authors:

  • Tour de Bond: Gareth-Michael Skarka reads through Ian Fleming’s 007 novels. Very interesting if, like me, you’ve seen many of the Bond films but never read the stories upon which they were (often very loosely, it seems) based.
  • Tour de Holmes: Eddy Webb gives the Sherlock Holmes tales a similar treatment.

Both are well worth following. There’s something very appealing about reading a fan’s overview of their favorite series—it’s not “Everything Ian Fleming wrote ROCKS!!!!” fanboy gushing, but something more like “Here are the points at which Fleming really shines; here’s where he tripped up; and here are the elements that made me fall in love with his work.”

I really enjoy this “tour” format. It works well with short and/or serial literature of the Lovecraft, Holmes, and Bond variety. I’ve considered undertaking a project like this myself, but am unsure if I’d be able to stick with it.

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