Monday, March 5, 2012

Alan Wake's American Nightmare review - a rough draft

I'll admit, this is weird. I was just wandering around my apartment today, trying to figure out what to do with my blog. All of a sudden I started picking up these random glowing pages to a video game review that I don't remember writing. The pages were everywhere. In the kitchen sink. On the bathroom mirror. Anyway, I apologize for the terrible writing, but I figured I just had to transcribe them and share...


Title Screen

I could see when I booted up the game that something was different. The nature of the series was changing. It was apparent from the word go.

The words on the opening title screen read Alan Wake's American Nightmare, and although it bore the namesake of the original game from 2010, the overall image conveyed something undoubtedly pulpier in tone.

The title character appeared to be standing on the precipice of a desert cliff, flashlight in one hand and a nail gun in the other. He stood tall and held up the makeshift weapon confidently. Gone was the dark forest motif from the first game. No longer was Alan Wake just a name, a figure in silhouette behind a white beam of light. It was as if the character from that first game had re-written himself onto the cover of a comic book.

Whereas Wake's previous adventures had left him mysteriously stranded beneath the dark waters of Cauldron Lake, fighting for survival and sanity, this Alan Wake had emerged stronger and more powerful. Like a superhero.

Exploring the Space

As I progressed further into the main adventure, I began to see more clearly the game's overall structure. The Arizona setting presented itself as a series of small open-world environments that I was free to explore. I moved the player character around these bite-size locations, using a kind of on-screen radar device that pointed as a map and compass toward various objectives.

I knew that were I a stronger man I could cut straight to the main business, probably zip through the whole game in a few short hours. I could use those spared hours to do something productive and meaningful with my life. But I also knew that scattered around that digital landscape were collectible manuscript pages, and with those pages, Xbox achievement points.

I was not a strong man.

The Giving Game

Even as the waves of enemies intensified, I never broke a sweat. I dispatched them with ease and precision. For being in a so-called “nightmare,” Alan Wake controlled like an absolute dream. His footwork was nimble. His aim was impeccable. And his ability to hold a flashlight steady on a moving target while reloading a pump-action shotgun? Effortless.

When it came to weapons and supplies, the game was more giving than Santa Claus. No matter the number of monsters that swarmed in a given moment, it simply didn't matter. A full or partial resupply of batteries, bullets and health was rarely more than a few hundred feet away.

On the one hand I could appreciate a game with a more buffed up protagonist. Easier combat meant less frustration. Less frustration meant less cursing at the television set. On the other hand, I couldn't help but feel the game lacked a certain tension because of this.

Words Words Words

Within the game world I picked up page after page after page. Each time I did so I listened as the voice actor narrated. A few pages described plot events that had yet to transpire. Some filled in bits and pieces of backstory or brief subtext involving the game's minor characters. Most pages read like a boring, sentimental memoir. Alan had a loving wife. His agent Barry was a good friend. I wanted to shout at the TV. “I get it already!”

Alan Wake’s words had the power to reshape reality, but they also had the power to induce sleep.

In my own written review I had more-or-less forgiven the first game's sub-par prose, but this was getting ridiculous.


Déjà Vu

My wife had warned me that the game was recursive, requiring the player to repeat the same basic tasks in the same three locations, only with subtle storyline shifts.

Was this laziness on behalf of the developer, a way in which to recycle the same locations? Or was there a purpose? Did the storytelling communicate something significant through the use of this Groundhog Day setup?

Did developer Remedy leave room for surprises? Or did they merely throw in new weapons and enemy types with each recursive play through? It was hard to tell.

Paging Mr. Scratch

The premise of American Nightmare held promise. Alan Wake was hot on the trail of his nemesis Mr. Scratch, a doppelganger that was released into the world like an evil reflection when Alan plunged into the waters of Cauldron Lake at the end of the first game. Alan had written himself into some kind of vaguely remembered Night Springs television story in which he finally catches up to and corners Mr. Scratch.

Mr. Scratch had just wreaked strange havoc on this mysterious Arizona town. He had charmed many of the townspeople before turning violent and psychotic. He'd even recorded a series of taunting video messages, sometimes murdering random victims on camera while he waxed poetic to Alan about being nothing more than an unshackled version of Alan's true self.

There were other suggestions that this evil twin represented Alan's character flaws exaggerated to the extreme. The bad drinking habits. Alan's temper. But Mr. Scratch was also a serial killer, a concept all too morbid for such a lightly treated game.

Show or Tell

Aside from those few drawn-out Mr. Scratch videos, most of the overarching story was simply implied. Alan encountered some non-player characters who briefly described the events that happened before his arrival. Events mostly disconnected from the player's rather straightforward experience of running around an empty game world and battling nameless dark creatures.

There was nothing wrong with the idea of a game bringing the player character into the aftermath of a calamity. BioShock and its spiritual predecessors were evidence enough of that. But American Nightmare violated one of the supreme rules of good narrative. Instead of showing, it mostly told.


The Taken

When Alan Wake battled through the Pacific Northwest setting in the first game, the Taken had represented individuals who had been kidnapped by the elusive and unknowable Dark Presence. Loggers had been transformed into axe-wielding, chainsaw-revving murderers. Most of the Taken served as anonymous fodder that existed for the purpose of creating an obstacle to the protagonist's forward progress. But while their precise origins and identities may have presented a logical conundrum, they made enough aesthetic sense that it didn't really matter.

Their presence in American Nightmare felt more arbitrary. The enemies looked like cartoon characters in a cartoon setting. Alan's journey through the forests, farms, mills and mines of Bright Falls, Washington, had felt deeply authentic. The settings in American Nightmare—a generic motel, a mountain-top observatory, and a drive-in movie theater—felt haphazard by comparison.

A Critical Choice

Writing a game review is no easy task. People may think it's just words on a screen or a magazine page but it's not. There are considerations to be made. Will the review be a glorified consumer's guide? A think piece? Will it have a score or rating? A reviewer must identify a game's crucial components and determine either how well or poorly those components co-function to create an engaging or otherwise meaningful experience for the player.

I pored over the words I had written. My thoughts were as scattered and divided as the pages of Alan Wake's story. I had made a bold decision. I would try to write the review in the style of the author himself. I imagined Alan reading the prose as if it was his own. I searched in my memory for the rhythm and cadence of Alan's in-game narration.

Even as I struggled with the piece, I knew I was sacrificing the opportunity to put forth coherent criticism. My precious few readers would scoff. I might never be allowed to write for a respectable game publication because of it. It might not work. But I had made my decision. I'd gone all in. My chips were on the table and there was no turning back.

That Sinking Feeling

I started in on the third and final cycle of the game's narrative. The Alan Wake character had woken up once again on the shore of a small desert lake. In front of the character was the famous cabin from the island on Cauldron Lake. Like the Kansas farmhouse from The Wizard of Oz, it had been transported to a distant world. Only now it was partially submerged, sinking slowly into the dark sludgy waters.

Perhaps it was a metaphor for the character, trapped as he was in some metaphysical limbo of his own psyche. But it was more telling than that. To me the sinking cabin was symbolic of the Alan Wake series itself. The game that had begun with such potential had suddenly stagnated. The game developers had taken their narrative in a certain direction and now they were creatively stuck.

Conclusions

There was a time not long ago when I believed Alan Wake was on the cutting edge of some great shift in interactive storytelling. The first game had spun a gripping supernatural narrative that rivaled the best of high-concept television. Its linear level design worked brilliantly in episodic format, as each segment brought the game's protagonist ever closer to solving the mystery of his wife's disappearance. It was exciting.

American Nightmare felt like a video game. And an average one at that. It was possible this was just a diversion. A quick stopover on the way to a true sequel in which the developers at Remedy would pick up the pieces and continue the main storyline that had culminated to such great effect with their last downloadable episode. Only time would tell.

For now there was nothing to do but fudge around with American Nightmare's arcade action mode. As I preceded to play a thought came to me. “Hey,” I told myself. “This arcade action mode will really boost the game's replay-value score in my review.”

Alan Wake's American Nightmare gets 2.5 out of 4 stars. You can download this game on Xbox LIVE Arcade for 1200 Microsoft Points ($15).

Images were borrowed from alanwake.wikia.com.

Thursday, February 9, 2012

Alan Wake review - heading toward the light

It seems so obvious after the fact and yet I never would have conceived of the idea myself. Model a video game on the pacing, structure and logic of a high-concept television series.

For example, what if we make a game about a famous writer who travels to the Pacific Northwest and stumbles upon a dark mysterious power that makes his words come to life? Or, perhaps more simply, what if Stephen King and J.J. Abrams got together and made a video game?

That, in a nutshell, is the high concept of Alan Wake on the Xbox 360, developed by Remedy Entertainment. And doggone if it doesn’t make for an interesting game.


It’s quite possible I’m just out of touch. I didn’t enter the current console generation until the very end of 2009, and I still have a lot of catching up to do. But I’d say more than any other current-gen game I’ve played, Alan Wake feels like it has the stirrings of something genuinely new.

Mechanically, it’s not. What the player’s got in his or her hands essentially is a linear third-person shooter with a flashlight thrown in to mix up the action. Shoot the bad guys first with light. Finish ’em off with the Second Amendment. Plus you can execute a cool slow-motion dodge maneuver. It’s clever. It’s tense. It can be a bit of a juggling act trying to fend off a pack of swarming specters and poltergeist logging equipment.

What makes Alan Wake really fresh, I think, has to do with a combination of the game’s setting, narrative structure and incredible production values.


Let’s talk about narrative. Specifically, let’s address some criticisms. I’ve come across some opinions regarding Alan Wake as a lousy protagonist. People say he’s kind of a jerk. He’s rude to his fans. He’s got a bad temper. I’d say that’s what makes him a complex character. These slightly embarrassing traits pop up pretty quickly and help establish some of the foreboding. We see that all is not quite well with the internal character. Through the course of the game we see this internal drama manifest in the external environment of the game as the protagonist works toward redemption. And I think Alan Wake has a lot of unmentioned redeeming qualities, i.e. his loyalty and determination. It sounds like L.A. Noire (which I haven’t played) received similar criticism for its central Cole Phelps character. So did Grand Theft Auto IV. My guess is that narrative-heavy games will likely continue to challenge players with this sort of set-up. Flawed characters have long been a part of literature and film. Some readers and filmgoers today still have a hard time engaging with books and movies dominated by what they might see as unlikeable or unredeemed protagonists. Video games introduce that other awkward dimension of direct player control and interaction, sometimes interrupted by bits of action—perhaps in cutscenes—where the protagonist might act in unsavory ways outside of that control or input.

There’s a pretty fun interview with Tom Bissell where he talks about the many ways Remedy misses the reality-check mark in developing a writer protagonist. No international bestselling author, he says, should have his best friend for an agent. No major publisher would let a writer’s spouse design the writer's official book jacket. These are all valid points, and yet obviously this is what happens in the realm of high-concept entertainment. Indiana Jones isn’t a typical archaeologist either. Barry Wheeler may not represent an actual New York agent, but he makes for a damn good sidekick character.

I like how the game introduces its characters, mostly without fanfare, and comes back to them in sometimes unexpected ways. I like how it slips in little storyline hints and clues that you might not at first realize are hints and clues. I like the game world's backwoods setting—its authenticity, consistency, its nods to Twin Peaks and that it doesn't rely on hyperbolic set pieces. I like the game’s measured plot reveals and, in particular, its TV-inspired episodic breakdown. I like that the game left me with lingering questions even at the end of the game, just as the opening narration more or less suggested was going to happen.


I like all of these things and yet I don’t necessarily like what it all portends—a future of episodic, download-only game releases being one likely possibility. I worry that I like Alan Wake probably more than I should, that I forgive too easily its faults and absurdities. It’s been suggested elsewhere and it bears repeating here that the actual writing in the game—as in the manuscript pages collected throughout each segment of the game—does not impress as great writing. The easy excuse, of course, comes back to the high-concept notion. It doesn't need to be Hemingway prose. It's a plot gimmick.

But this all leads me to wonder: Would I put up with cheesy narration and similar gimmickry in film or television? Does standard quality entertainment in one medium equate greatness when replicated in a video game, simply because it's novel to the medium?

Popular video games have long relied on their own version of the high concept, some cliché examples of which have been repeated with rapidly improving technology but slower-building narrative sophistication and/or creativity. You have the typically Western theme of the lone space marine battling vast armies of aliens, demons, etc. Japanese games have often maintained high concepts (A.K.A. absolute bizarreness) all their own. Ultimately, Alan Wake represents a positive step forward. I'll take the thought-provoking TV-style narrative incoherence of Alan Wake over the traditional video game incoherence of Bayonetta any day.

Sometimes I'm convinced that Alan Wake represents a type of game that wouldn't have been able to exist in a previous hardware generation, that its success hinges on the aforementioned production values. One game I have yet to play, however, is the sleeper hit Deadly Premonition, another 2010 Xbox 360 game that—oddly enough—also takes inspiration from the Twin Peaks series. How does a Japanese-developed game with a similar setting but notoriously low-budget production values test this particular theory?

I guess I'll let you know when I find out.

Alan Wake gets 3.5 out of 4 stars.

Images were borrowed from alanwake.wikia.com.

Sunday, February 5, 2012

This game brought to you by...

Partly in honor of CorporateAmericaDay, A.K.A. Super Bowl Sunday, I wanted to take a break from my super serious memoir series to talk about a topic near and dear to all of our hearts.

There's a reason you and I love to play video games. It's the same reason we love watching action movies and reading the newspaper and listening to talk radio. It's the true reason for why we watch professional sports, including the Super Bowl.

I'm talking about advertising.

On the rare occasion I'm not being bombarded with logos, slogans, jingles and billboard ads—or basically any moment when I realize it's been longer than two minutes since I've purchased something from an online retailer, big box store, franchise restaurant chain or international beverage company—I just get depressed. I panic. I get this dreadful feeling like my life has no purpose, that I have no purpose. Then I'll check my computer or I'll turn on the radio. Or I'll look up at the frighteningly calm blue sky and—to my relief—see a sponsored blimp flying by, and I'll remember my place in this world as some mega corporation's valued consumer.

I had one of these life-saving moments yesterday while playing Alan Wake on the Xbox 360 [pick yours up today!]. My character Alan had woken up in some kind of therapy lodge for troubled artists (crazy individuals who create things for life-fulfilling purposes). Out of the blue this nice rustic lodge started turning into something out of a Stephen King novel [available from Doubleday, a division of Bantam Doubleday Dell Publishing Group, Inc.]. Poltergeist objects started chasing me through the halls, and this dark howling presence was taking over. The orchestral score was swirling at high crescendo as my character fled into a small room with a suspended television set. Curious, I turned on the television. And this happened...


I've seen some blatant product placement in video games, but this has got to be the most bizarre example I have ever encountered. Two commercials, sixty seconds long, one for Mustang Drift and another for Verizon.

How did this happen? How much money did Verizon pay to have this commercial inserted in the middle of the game? Did Ford pay more money to have their commercial come on before the Verizon commercial?

What's even more incredible is the game gives the player a “Boob Tube” gamerscore achievement for turning on this particular television set. An achievement for watching a third-party product advertisement! I say “this particular television set” because there are several others throughout the game. Some TVs turn on automatically and show short segments of the game's paranoid character in an isolated writing study and narrating to the camera, and it's part of the psychological mystery of the game. There also are a few other TV sets the player can manually turn on, and these sets air short film clips from a fictional TV series called Night Springs, a clear parody of The Twilight Zone. They're clever little diversions that bring some humorous comic relief to a high-action thriller of a game. That's what makes this mid-game advertisement so jarring. It's unexpected and initially confusing, and then it's over. The player realizes it was just a generic advertisement. There's nothing tongue-in-cheek about it. One might say it's an out-of-game or real life advertisement, and yet it's playing on that virtual in-game TV screen!

Product placement is kind of a funny topic. It's been in film for decades, made notably famous in 1982's E.T. and the young Elliott character's predilection for Reese's Pieces candy. It's become an omnipresent trend in blockbusters ever since, but not without some backlash. There are people on the side of director Michael Bay, perhaps the king of Hollywood product placement, who argues that brand bombardment is a reflection of reality. Then there are critics more on the side of David Lynch, who describes product placement as having a putrefying effect on the filming environment.

At any rate, it should come as no surprise product placement has become an embedded practice in our precious video games medium as well. Where there's a large enough audience, there are corporate sponsors willing to pony up for a piece of the space, be it physical or virtual. Some video games are barely more than product advertisements to begin with. Anyone else remember the comic book ads for Yo! Noid on the Nintendo?

The first in-game advertisement I can remember was, oddly enough, in King's Quest II: Romancing the Throne. It was an Easter Egg trailer for the same developer Sierra OnLine's Space Quest game. Midway through the game King Graham comes upon a screen where there is a large rock with a conspicuous hole. This being a King's Quest game, the astute player will be curious and—much like an Alan Wake player switching on the TV set—type “look in hole.” A humorous diversion commences.

The first time I really remember seeing blatant third-party product placement, however, happened several years later. It occurred in the Nintendo 64 version of Rush 2: Extreme Racing USA. The racing genre has probably always been among the most prone to potential product placement, simply because players enjoy the simulative aspect of being able to drive replica cars from name-brand auto manufacturers. The use of auto brands fits pretty comfortably and inconspicuously into the virtual universe of the game. It makes a certain amount of sense (as a counter example, the Nintendo 64 also had Beetle Adventure Racing!, which was a bit more conspicuous and came out shortly after initial production of the Volkswagen New Beetle). But it wasn't the car brands in Rush 2 that I noticed. It was the collectible Mountain Dew can icons scattered around the various tracks. This was obviously some paid soda-company placement, one of many examples of Mountain Dew cashing in on the “extreme” sports and lifestyle marketing blitz that permeated so much of youth pop culture during the late 1990s.

A couple years later I played Crazy Taxi for the Sega Dreamcast. In addition to the licensed music soundtrack (a feature that was becoming more and more commonplace for CD-based games) the game featured full-on product advertising for Pizza Hut, KFC, Tower Records, FILA and Levi's. This was more noticeable than ever as the advertising wove directly into the fabric of the central game-playing experience. Whereas some in-game taxi passengers had to get to some generic destination like the church or the sports stadium, others would spout out something like, “I need to get to the Levi's store!” I remember thinking this was pretty cool at the time. Not only did it lend the game environment a more familiar-to-life quality, it was just novel seeing an actual Pizza Hut restaurant rendered with such high-resolution (at the time) detail in a virtual open environment.

Since then the practice has become quite a bit more commonplace. Splinter Cell games from Ubisoft had players interacting with virtual Sony Ericsson phones (not to mention zip-lining past giant Axe deodorant billboards, among other things). The titular character of Alan Wake uses Energizer batteries, drives a Ford automobile and has Verizon cellphone service. There are many examples to be found.

I'm not going to necessarily take some high and righteous stand against in-game advertising and its affront on the artistic integrity of the medium. Well, all right, maybe I sort of am. The thing is I don't work in the games industry. It's not really my call. It's the game developers and publishers that have to make their own decisions both about the business and the artistic integrity (or lack thereof) of their individual projects. I've had a hard time tracking down concrete numbers for the amount of revenue generated from the practice of in-game advertising, but one group previously estimated the amount to be about $370 million in 2006 and growing to $2 billion by this year. I would imagine much of the current growth of the in-game advertising market has to do with social and mobile gaming, in addition to console games.

I will say that some games have been able to make great artistic statements about consumer culture through the parody of corporate branding. I've already alluded to the Space Quest series so I might as well do it again. The third game in the old adventure game series introduced a fictional space-age fast food franchise called Monolith Burger where the player character has to stop and fulfill some quest-triggering tasks. The experience at the burger joint involves waiting in line and ordering from a huge menu of products, then sitting at a window-side booth and eating the meal. If the player eats too much the character will later have to stop and vomit before re-boarding the docked spaceship. Developer Rockstar's Grand Theft Auto IV makes mind-boggling use of corporate parody through fake Internet ads, fake company billboards and all kinds of parodied franchises, including fast food restaurants. I'm not sure there is anything funnier than walking into a virtual GTA IV Burger Shot joint restaurant and having the customer service kid behind the counter greet the player with … well, watch this video (profanity).

Let's face it. Grand Theft Auto games would not be what they are if they had to kowtow to demands of corporate sponsors. Financial independence means creative independence. This sort of parody has a way of holding a mirror up to society and thus exposing its foibles and absurdities. Corporate product placement in games, I would argue, has more of a numbing, normalizing effect, further acclimating the masses to the ubiquity of public relations in every facet of our daily lives.

There's an interesting niche of post-modern philosophy and rhetorical criticism called hyperreality. Hyperreality deals with the concept of the human consciousness and its hypothetical inability to distinguish reality from simulated reality. Mass media and technology play a huge role in this discussion. For example, say a child grows up in a suburban home watching television shows that portray other suburban homes of similar décor and substance. A critical-minded child might grow up to question which came first, the so-called “real-life” suburban home or the simulated suburban reality depicted through the television—sort of a chicken/egg scenario. Does the TV living room look like the real-life living room or is the real-life living room made to look like the TV living room? What exactly is imitating what? Which is the copy? What is authentic? That's probably a poor description, but hopefully it points to something worth thinking about.

Sometimes I shudder at the conditioning effect of ubiquitous trends, be it in technology, advertising—you name it. Isn't our culture saturated enough with crazy consumerist mindsets and false implanted needs for certain goods and services? Did anyone happen to notice how many outraged Wall Street occupiers went around equipped with Apple iPhones and their high-cost service plans? I don't mean to judge, but are smart phones the new entitlement (just like bubble-priced, debt-mounting houses and college tuitions during the 2000s)? It seems to me the human race has precious few battlegrounds left to fight off the perception, if not the reality, of mega-corporate dominance. Why continue to normalize this practice if we can help it? How far removed are we from the world of Network, where everything we do—whether we acknowledge it or not—is for the glory of Dow Chemical, Starbucks and NBC Universal and their subsidiaries?

Or, as David Lynch asks, "What kind of a world is this?"

Final Disclaimer: I did not spend money to play Alan Wake. I'm borrowing it from a friend. (I'm not sure if that makes me a bad person.)

Saturday, February 4, 2012

Poor Boy's Complaint — a video game memoir [Vol. 3]

THAT DOES NOT COMPUTE

An interesting thing happened in our family that directly related to my dad's mid-life career as a freelance graphic designer. Sometime around 1987 my family got a home computer. Yes, a home computer. The kind of home computer that showed letters and images on a screen. The kind that emitted beeping-blooping electromagnetic sounds through built-in speakers. The kind of home computer that ran licensed computer games!

Well, sort of.

I mean, yes, it was a legitimate home computer and it played some games but … well … you see, Doctor, it wasn't just any old computer. It was … a Macintosh. An Apple Macintosh SE to be specific.


I guess you could say my dad was a man ahead of his time. He was so ahead of the times he didn't HAVE time to waste on convoluted operating systems that required the knowledge of entire secret languages just to run programs. DOS prompts? We haven't got any DOS prompts. We don't have to show you any stinking DOS prompts! No, really. It's super easy. Just use this thing called the mouse—drag it around with your hand on its cute little mouse pad and watch it correspond to your on-screen cursor. Yeah. Now move your cursor over to this “folder” and double click this button on your mouse to open this … ahem … “window.” Now just double click on the little icon thingy for whatever it is you want to run. That's it. Oh yeah, it's got a keyboard too, you know, for WRITING WORDS AND SENTENCES! Seriously, why didn't this Mac OS baby catch on with the rest of the consumer base? Okay, okay. That was obviously a trick question. It did catch on—as a bastardized version sold by a different company under a different name.

But that's neither here nor there. The point is that even when I somehow caught a break as a video game-deprived child I caught the most laughable break possible. First of all, this was a monochrome computer. In place of greens, reds, purples and blues, this monitor had gray, lighter gray, darker gray and slightly lighter or moderately darker gray. Secondly, this was a Macintosh. Companies didn't make games for the Macintosh! And when they did it was only out of sheer pity for moping people like me, sometimes months, if not years, after first releasing on the PC. Remember what I said about sloppy seconds? I mean, there were the exceptions. Prince of Persia? Classic game. Incredible game. Developed on an Apple II. You want other examples? Well, I haven't got any others off hand.

Here's my point, Doctor. Let's use an analogy. Imagine there's a kid who grows up and who just really loves professional sports. This kid learns all about collecting sports cards and—most importantly—rooting for the professional sports teams based in the nearest major city. This kid just pines and yearns for the day his nearest-major-city professional sports team has a killer season and makes it all the way to the national championship—and wins! Now, imagine this kid grows up in the greater metropolitan area of … I don't know … Seattle, Washington. What do you know? It's a city with three professional sports teams. Count 'em. You've got football, baseball and (this is still the 1990s) basketball. It could be worse, right? Those Supersonics actually won a championship, albeit before the kid was even born. The Seahawks made it to the playoffs that one time in the late 80s. The Mariners … well, they had a pretty amazing run in 1995. BEAT THE YANKEES IN FIVE GAMES OF THE FIRST ROUND OF POSTSEASON … before losing the American League pennant to Cleveland. Surely, one of those teams is bound to win a championship SOME DAY. I mean, come on, the odds! And yet, what year is this now? 2012! I'm sorry, I need to go … I've ... I've just got something caught in my eye.

* * *

Okay, maybe I got a little sidetracked. Macintosh or not, to a five-year-old kid who didn't know any better this computer was a big deal. We were talking about games right? Well, this thing had 'em. Loads of 'em. My dad, bless his heart, got hold of some floppy disks that held like 20 freeware games each! You would be amazed at the stupid things a little boy can content himself with when his experience can't comprehend anything more advanced. It was like giving a Christmas present to an infant who can't get over playing with the wrapping paper. It was like a Facebook game to a bored/retired housewife. This computer had a backgammon simulator, a Hearts card game simulator. One of the disks had a Missile Command knockoff. There was a simple turn-based strategy Daleks game where a tiny little avatar man had to avoid these advancing, randomly place Doctor Who cyborgs and get them to crash into one another. The player had a cool one-time-use force blast that disintegrated any bad guys in the player character's immediate vicinity. Or if the player was essentially stalemated, they could call upon the teleport function, which would respawn the character to any random tile on the screen—perhaps directly next to an advancing Dalek! That's what we call tension, ladies and gentleman. I remember another game involving a helicopter and clicking a button to make a skydiving stuntman try and land into a moving horse-drawn hay cart. The animation of that little stick man flailing its limbs as it fell toward the earth. Unforgettable. And the smooshing sound that resulted when the poor jumper landed on the earth—or the horse or the cart driver—so satisfying.


This was the era of fun. The era of innocence. An era when computer games and education really could go hand-in-hand. We played Math Blaster. We played Where in the World is Carmen SanDiego? Good God, my sister was a master sleuth at that game. Again, there was tension! Following a trail and apprehending the suspect, hoping to God almighty you had nabbed the right person. And if you were really good and solved like fifty cases—finally bringing to justice Ms. SanDiego herself!

But even these games, Doctor—talking about them is only like enjoying the cartoon short before the main feature. Our humble Macintosh may have served many purposes, but I will always remember it as the computer that played King's Quest. Wikipedia and other wonderful online resources will describe the King's Quest series as a seminal collection of titles in the graphic-adventure computer game genre. That wouldn't have meant anything to me back in 1987. To me, King's Quest was pure survival horror—text-based survival horror, yes, but survival horror nonetheless. I mean, here was this vulnerable Graham character wandering around a monster-infested medieval land with absolutely no means of defense (until, perhaps, you acquire the magic shield, but … never mind). Step into the wrong screen and risk being torn to shreds by a wolf, bludgeoned by an ogre, ransacked by a dwarf, enchanted by a sorcerer or kidnapped by a witch. The game had this wicked little musical cue signifying when a monster was present. It sounded like pipe organ. And it wouldn't have been so bad if it wasn't for the fact that this would happen seemingly at random. You would just be walking around the forest, trying to get to the next screen and—BAM!—there was that music. Dum-dum-dum-dum-dum-duuuuuuuum! At first I literally could not watch this game. Maybe I wasn't yet able to disassociate fictional danger from real danger. When I got older and began playing the game by myself, I was a nervous wreck. I would sweat. I would have to pump myself up just to traverse from one screen to the next. Eventually my parents purchased the official game map and hint-book, and I discovered how to beat the game without having to cross any of the potential monster screens.

Then a funny thing happened. I fell in love. It probably helped that this period of Macintosh gaming corresponded to the same period of my life when I learned to read and write. King's Quest was like a high-tech fairy tale. It had a dragon's lair, a Leprechaun kingdom and a land in the clouds—all in the same 30-minute-or-less adventure. It didn't matter that I'd played through the game before, because playing through again was like re-reading a favorite storybook.

King's Quest was just the gateway drug. Then there was King's Quest II. Then I discovered Space Quest, and oh how I loved Space Quest. If my King's Quest devotion was like going to church every Sunday, then I became a bonafide Space Quest evangelist! This game was so incredible, it's about a janitor saving the universe—how could I not share it with others? My poor friend Jon. It hadn't been that much earlier that I had been the poor boy being subjected to manipulative two-player Super Mario Bros. games on other people's Nintendos. Here I was inviting my new best friend over to our house to play a text-based adventure game. The whole game! Now, there was no easy way to accomplish this sort of task. One person would get to sit up front in the comfortable office chair and control the keyboard and all of the typing—me. The other person would have to sit in the hard kitchen chair and try to watch from about five feet back. It's a miracle I ever kept Jon as a friend. I'm sure I must have gone through every nook and cranny of that game. I know myself too well. It wouldn't have been enough for me to just plow through the screens, showing my friend the basic concept of the game before going outside and tossing around a softball, or anything interactive. I would have stopped to “look at...” every description of every pixel on every screen—because that's how I played.


What am I saying, Doctor? That's how I still play games! What's wrong with me? I can barely get through a modern Grand Theft Auto game without making myself practically role-play every stupid minute of the experience. I mean, here's an example of my neurosis. Say my GTA IV Niko Bellic character watches a few programs of an in-game television show—like one of those stand-up comedy bits with Ricky Gervais. Then Niko goes out on a mission and—oops!—dies. “Oh crap!” I inwardly tell myself. I didn't save my progress before going out on that mission, meaning my Niko Bellic character just lost that in-game experience of watching that TV show. This doesn't necessarily mean I will go and rewatch that program, but I would be lying if I said it didn't bug me. I feel guilty for skipping through ten-minute cab rides. I practically have to discipline myself! Thank God the game doesn't give me the option of watching the character sleep!

Wednesday, January 18, 2012

Poor Boy's Complaint — a video game memoir [Vol. 2]

It's not enough just to say I never got my own Nintendo. I mean, isn't it absurd, doctor, for a child of single-digit years to covet so badly something that will cost his struggling parents—I don't know—three days' wages? That's three days of stressful, perhaps backbreaking labor that will contribute neither to the family dinner nor the property taxes, not to any pending car repairs, back-to-school clothes or—God forbid—to something for their own happiness and pleasure. We're talking $200 for a glorified toy, and that's not including sales tax! What was I thinking being so selfish? And yet—what do you know?—other kids' parents saw fit to buy Nintendos for their families! That's right, I'm in school now. I can start complaining to my mom about how the other kids at school get to do this and that. No, it's not enough just to say I never got a Nintendo, because the reality of not having something does not diminish the desire for wanting it. Quite the opposite.

I was surrounded by Nintendo everywhere I looked! My first friend from kindergarten was an only child and—let me tell you, doctor—he had a Nintendo. I mean he had everything else in the world, too, but the Nintendo! I'd played Super Mario Bros. a few times but I don't think I had any idea there were so many other freaking games until I went to his house and beheld that glorious cartridge rack. The thing must have held close to 25 games in its five-by-five arrangement, and this kid was just 5-years-old!



In 1989 my mother took me to see The Wizard. Do you remember that one, the feature-length Nintendo advertisement with the kid from The Wonder Years? The “I love the Power Glove, it's so bad” movie with the autistic kid playing Super Mario Bros. 3 on a TV screen bigger than God? Did she have a clue what kind of torture this kind of indulgence put me through?

Nintendo in the late 1980s was like asbestos in the '50s. You couldn't not breath it if you tried. After Mouse Trap I'd learned to be a bit suspicious of commercials, sure, but I was still a kid. Do you understand what it did to my brain the first time I watched a TV spot for Marble Madness, doctor? There it was again, that magical land of chutes and hazards, only this time what you saw in video was pretty much what you got. This was too much! I needed an outlet for this stuff, and so one day in Mrs. Stanley's first-grade class I wrote a one-page short story about Marble Madness. For fun! Marble Madness fan fiction, doctor.



In fact, one might have thought school was a relatively safe haven, but would you have guessed our elementary library had a subscription to Nintendo Power magazine? On Monday mornings after the kooky librarian released us from the semi-circle story-time hostage zone, all of the boys would flock to the shelves to drool over the latest glitzy issue. I, of course, would content myself with some perfectly fine two-month-old edition and suckle unbothered upon the centerfold spread of, say, the entire Metroid level design. Hence I acclimated myself to what would become the pattern for the rest of my childhood and adult life, forever settling for the sloppy seconds of the greater video game culture, the flotsam and jetsam of all the seaward passengers who hopped from sinking ship to sinking ship like drivers changing freeway lanes.

Little did my innocent mind yet comprehend how fickle were the hearts and fingers of gamers. There’s a reason I have no memory of seeing Atari 2600 boxes on store shelves. That era had come and gone before I was old enough to form a coherent thought (Also, I happened to be born during the same year as—ahem—E.T.). Before I knew it the great Nintendo I never had was dead. Because in its place was something so new and so stupidly better than the Nintendo you wouldn't know why the hell you had ever even bothered to waste your time with that dumb machine's cramp-inducing rectangle of a controller in the first place. That's right. Nobody wants a Nintendo anymore, not when YOU CAN HAS … wait for it … SUPER NINTENDO? And actually, doctor, I did get a chance to play one of these bad boys hot off the factory line when my only-child friend from school got to rent one—from the grocery store of all places (I told you this stuff was inescapable). Would you believe it? And it really was like a million times cooler than the old Nintendo. I think I experienced some legitimate vertigo playing the third level of Contra III, our two characters blasting away at alien invaders above that magnificent 16-bit industrial landscape. What a trip! It seemed the sky was the limit.

BUT AS FOR ME AND MY HOUSE...


Let me pause here, however, and return to the subject of my household environment. In case you hadn't already gotten the impression, I grew up in a good Christian home. I'd say the most pagan thing we ever practiced as a family was to erect and decorate a Douglas fir tree in our living room each December to celebrate the birth of our savior. And we did dress up in costumes on October 31, but it wasn't for Halloween—no, no, no—and it certainly wasn't for trick-or-treating! My mom dressed me up like a cowboy so I could go to church and celebrate something totally different called the Autumn Festival or, better yet, All Saints Day!

Our household had its own version of the Hays production code—my dad. He was usually the one to either red-light or green-light whatever my sister and I watched on TV, but also the music we listened to and the types of items we got to take home from Toys-R-Us. In other words, whatever was going to be absorbed into our impressionable young brains better not have too much sex, violence or foul language. Understandable. But it also better not glorify witchcraft, magic or any business remotely demonic—meaning ghosts, goblins, gargoyles and I'm sure plenty of other things beginning with the letter G. Let's just say I never watched Beetlejuice as a kid—the cartoon or the film. We never had cable, so that excluded any of the smut on MTV. But we also weren't supposed to watch Scooby Doo because it had monsters? Well, dad, my sister and I watched Scooby Doo regardless (when you weren’t home), and let me tell you, none of the ghosts and monsters were ever actually ghosts or monsters. They were crooked masked adults trying to scare away those meddling kids! I mean, maybe the monster issue was just my dad’s excuse because he really didn't want to tell us what the crackpot sleuths were obviously smoking inside the Mystery Machine, or the real reason why Velma got off on getting into dangerous scrapes all the time with the Fred and Daphne (Hint: It wasn’t Fred). I’m sure my dad would have locked away the television if we'd grown up in the era of Harry Potter.

That’s all well and good, mom and dad. You’re the boss(es). But my first experience with your charismatic church was pretty traumatizing in its own right. I remember when I was five years old being dragged against my will to a series of evening family events at dad’s new church where the people put on some kind of good-versus-evil, God-versus-Satan puppet show. All I remember were these periodic noise contests where members of the audience, sometimes the boys and sometimes the girls, were supposed to scream at the top of their lungs in order to thwart evil and—ultimately—send puppet Satan back into the Lake of Fire. I was not a scream-in-public kind of kid, barely old enough to understand what was going on. That crap scared the hell out of me, which I suppose was the point to a certain extent. I don’t know, maybe it wasn’t quite as bad as I remember it.

I know I didn’t have it as bad as that kid James who lived in the tiny house right off the main bus route to school and whose sweetheart of a dad (who looked liked he was 90) waved like a parade Santa Claus to every God-forsaken driver speeding by. I’m pretty sure James had to wear bifocals in kindergarten, the poor kid. Unfortunately, it didn’t win him any makeup points coming to school in a neon orange Jesus hat (well before it was the ironic thing to do). Anyway, those nasty kids at school sure made fun of him for being the resident Bible Boy. One time in fifth grade our teacher had to stop reading to us a series of young-adult fiction books called the Witch Sister series because some undisclosed student’s religious parent complained to the school about it. Those post-recess reading sessions were like crack to us! Poor, poor James. The intimidation he withstood! Everyone knew who was to blame. I mean, who else’s parents lit up a Christmas-lights cross on the front of their house 365 days a year? Lord knows I always tried to be nice to James, but this kid was defenseless. Talk about having no sense of humor—I can still picture that blank stare! I’d love to read his memoir. Do these parents ever have any clue as to the backfiring effects of their insane interventionism? Anyway, I don’t think James played any Nintendo growing up either.

I guess you can't blame parents for trying. My dad went through a lot of different jobs growing up. He swept chimneys. He sold Amway products. He sold spas and stoves. He also did some freelance ad-design for local businesses, sometimes getting paid in traded goods and services (such as about 200 free skating sessions at the roller rink, one time). Around 1990 he got ahold of a lead to do some graphic layout for this startup company called Wizards of the Coast, basically a bunch of geeks who worked out of their basement—actually, maybe you've heard of them. I guess my dad went to one of those geek's house where they had just tons of Dungeons and Dragons type of memorabilia (surprise, surprise) and they dressed all gothy. “Some pretty dark stuff,” according to my dad. Well, dad did a little ad work for them, some kind of graphic with a dragon and a globe. Turns out the wizards liked it and wanted him to do some more work—although, here's the catch. They were a pretty new company so they kind of didn't have much actual money yet, and so maybe he would have to work for something else, like some company shares? I can only imagine what must have run through my dad's head. Could anyone in 1990 really have imagined what unbelievable global market share these passionate nerds would manage to dominate over the next 10 years and beyond. Who knew there was such profit to be had in spells and sorcery? Wizards of the Coast company shares, huh? Hmm. Sounds pretty good, but ... you know what, guys? I'm afraid I'm gonna have to pass. I've got a request for some ad work from the guy who runs that hotdog stand over there. He's offered to pay me in bratwursts. So … maybe some other time.

Saturday, January 7, 2012

Poor Boy's Complaint — a video game memoir [Vol. 1]

THE MOST UNFORGETTABLE COMMERCIAL I'VE SEEN


So imbedded in my consciousness were those jaw-dropping images from the television commercial that when I secretly heard the news of how my older sister—and I, by extension—was to receive an honest-to-God Mouse Trap game for her eighth birthday, I literally lay awake at night in anticipation. My imagination gave way to our soon-to-be-shared adventures of being transported to that insane alternate reality, where boulder-sized marbles chased us down slippery red chutes and giant cages fell down to entrap us. It wasn't so far-fetched of an assumption, was it? I'd been to those McDonald's playgrounds and slid down their yellow plastic slides four times my toddler height. And yet when the birthday party came and my eyes actually beheld that medium-size cardboard box, I think my skepticism immediately set in. (Can we really call it skepticism? I suppose not. Skepticism is the inheritance I received as a result of that tragic episode, the unshakeable fetter I drag locked around my ankle to this very day—skepticism the bitter outcome of that disappointment and that which has never allowed me to embrace high hopes for anything truly spectacular in my life ever again!) It was simply a matter of drawing from my limited knowledge and perceptions of space and dimensions that caused me to mentally puzzle over how such a tiny box could physically contain the necessary components to the set piece I imagined from watching that dazzling commercial.



Well, doctor, you can bet my sister tore open that box, and after studying the plastic pieces and rules sheet the two of us ended up playing what ended up being a rather crappy board game. The makeshift mouse trap might have been amusing, I suppose, had it actually functioned successfully more than one out of ten times. It had some neat little moving parts, but nothing that spawned the same level of tension and excitement that would have resulted from shrinking to the size of a game mouse and trying to actually outrun or otherwise physically participate in that nefarious contraption.



It was my first encounter with false advertising, and I had been had. I knew from then on that the world was cruel, its promises empty. But there was another realization—a proto-realization, perhaps, which was this: The fantastical representations achieved through video special effects could be infinitely more fascinating than the world of reality. In other words, give me video or give me death!

THANK YOU, SIR, MAY I HAVE ANOTHER?


I can't say for certain what was the first video game I ever played. Maybe it was the Atari 2600 Frogger, or the arcade Pac-Man. I know that—miracle of miracles!—my parents actually had a four-player PONG system they would alternately conjure forth for our familial pleasure and whisk away to some dark nether place known as “storage” once it had served its purpose.

I think it's safe to assume, however, that upon laying my eyes for the first time on Nintendo's magical Mushroom Kingdom, I was obsessed with video games for life. Oh, Mario! Luigi! You ridiculous little men with your incessant running and superhuman jumping! Your Alice-in-Wonderland mushrooms and your totally non-hippy flower power! Secret plumbing passageways and warp zones galore. Your magnificent leaps over hellish pits of fire. And that music! No one who listened to those siren songs would ever be able to purge them from memory.

At some point during those waning years I remember going to other people's houses where these machines called Nintendos took their places at the right hand of television sets. Why these Nintendos were not constantly in use by their owners, I could not fathom. In fact, most people who kept these machines seemed extraordinarily stingy with them. I think my uncle had one. Was I ever offered the chance to play? No. There was even a Nintendo at my in-house day care (Curses, that place was terrifying, what with the caretaker's son constantly threatening to piss on me for no apparent reason, and the overweight caretaker in her commanding baritone threatening to take away my treats for the day for any potential bad behavior—except that I never received any treats to speak of regardless!). The caretaker's husband, who looked like a mean version of Shaggy from Scooby Doo, would on random days be at home, and on these days he would sometimes be playing what I later came to learn was The Legend of Zelda. I was supposed to be taking a nap in the living room, but how could I with that epic video journey being played on the television screen a mere ten feet away? At any rate, I never played that Nintendo either.

Was I too young to be entrusted with such things? Was I supposed to ask someone? Heavens, no! I was raised to be the politest, most submissive little boy imaginable. And was I polite! You couldn't put a piece of mud in my tiny little hand without me giving you a deserved “Thank you” in return. I couldn't ask you to desist from punching me in the face without including a token “please, sir.” I remember one day after my parents had hosted a large church party, my dad pulled me aside behind the house and told me he had something to say to me. Good lord in heaven, what had I done? “I just wanted you to know how proud I was of you today,” he told me. “All of your 'pleases,' and 'thank yous,' and your 'you're welcomes.'” Boy was I proud! Is that the kind of boy who goes to other people's living rooms asking if he can play their Nintendo? I think not!

The first time I was offered the chance to play was at the house of my parents' friends from church (hell, all of their friends were from church!). These people were awesome. There I sat with the controller in my little hands. World 1-1. Okay. This black pad moves me around. There's one of those little angry Goomba dudes. I've seen other people do this before a hundred times. Push this button to jump and … what? I died? Within the first five seconds? How humiliating! But wait. I get to try again? I think by the end of that night my sister and I learned how to get through those first few levels pretty well. There was always that nagging decision to be made regarding whether to skip the bulk of that first level altogether by going down that second or third pipe or to stay above ground and try to collect that hidden 1-up mushroom before the first bottomless pit.



Remember, these people were cool, and they left me alone to play, even if I completely sucked. And I did. They were adults who understood they could play Nintendo to their heart's content just as soon as we left for the evening. They were not the spoiled, adolescent assholes who let you go into their bedroom (seriously, what kid was so lucky to be allowed to have their own Nintendo in their bedroom?) to play Super Mario Bros. with them—but only on two-player. This was the biggest scam of a multiplayer mode ever invented, a trick for bratty rich boys who had Nintendos to play on the visiting poor boys who did not. Invariably, this punk kid (he doesn't deserve for me to remember his name, and I don't) and later others would say something like, “Hey, why don't you go first?” Snicker, snicker, snicker! I would launch from the starting gates of World 1-1 and—being totally out of practice since my last time playing—die at the non-hands of the first Goomba. Oh yeah, laugh it up, buddy! Laugh at the poor boy's expense. Player 2 is next, and—guess what?—this piece of shit has to plow through the whole game in one life while I get to sit and watch. And you know what? I was so starved for Nintendo since my last meal I would do it almost gladly!

Oh, father, do you realize what this punk kid is probably doing today? He's probably a coked-out corporate executive somewhere, trying to decide whether to spend his holiday bonus on a jet-ski or a 72-inch plasma TV. And what am I doing now, father, your polite little boy? I'm reminiscing with the good doctor here, maintaining a pathetic blog and wondering where it all went wrong. So thank you, father! Thank you, mother! Thank you and you're welcome!

Monday, January 2, 2012

Borderlands — Loot me plenty!

(NOTE: I started writing this post a few weeks ago and never quite finished. I was going to segue into a larger discussion about the way 3D game worlds identify the interactive elements of the environment. Then I decided against that and sort of left this post hanging to write about KOTOR. Anyway, I went back and tried to wrap this piece up and ... well, here it is.)

I've been playing a bit of split-screen Borderlands on the Xbox 360 with my wife for the past few days (make that a few weeks ago), mostly going through the first two downloadable content (DLC) add ons. We each went solo through the main game back in early 2010, although a few times I went in cooperatively with some friends over Xbox LIVE. I liked it then, and I'm still intrigued by it now—even if I'm getting anxious to move on to new horizons altogether.

The thing that really clicks with me is the game's setting—a pastiche of post-apocalyptic art direction and pop culture sensibilities but without the apocalypse. The story actually takes place in the future on a distant planet called Pandora, which some time not long ago was colonized, raped for precious minerals and then abandoned by one of several reigning mega industrial-military corporations. As to be expected, the corporations essentially treated the planet like a giant toilet, leaving behind several civilization's worth of scrap metal and derelict cities, as well as heaps of discarded high-tech firearms and, worst of all, a free-to-roam-and-pillage population of imported convict laborers now left to their own recognizance.

The player enters this fictional setting basically as a treasure hunter, stepping off a bus into a barren landscape and a run-down town without any real resources to speak of. It reminds me a little bit of Henri-Georges Clouzot's The Wages of Fear (one of the greatest films of all time), in that the players similarly find themselves trapped in a bleak purgatory just as soon as they have arrived. (I admit, this particular comparison may be a bit of a stretch. I might, however, come back to this film in the future as an exhibit for talking about the use of tension in storytelling.)



The art direction is very Mad Max (specifically, the latter two films with the bigger budgets). It's also highly stylized with bright cel-shaded graphics. By "bright" I don't necessarily mean colorful, because the landscape itself is pretty much all manner of scorched-earth browns, oranges, some reds and grays. The sky, however, is a magnificent clear baby blue, which is what really gives everything else its added character. It's that rich, bright blue that lightens not only the scenery but the mood of the entire playing experience and compliments the over-the-top violent humor within the game.

Borderlands is partly famous just for the story of how developer Gearbox Software actually went through and completely changed the game's visual style about three-fourths of the way through the development cycle, up to which point the game had been built with more of an aim toward photo-realism. The decision to scrap that previous work was so drastic and caused the art director so much personal stress that she quit the team and changed careers entirely. And yet I think most would agree it was the right decision.



The game, of course, does have its detractors, some of whom deride the game for being just plain boring. It's a position I think I can understand, because the game starts off pretty slowly and even deeper into the game the overall simplicity of the experience doesn't really change. I remember almost giving up on it myself. What propelled me to continue, however, was the visual world of Pandora itself. I guess I just find the chaotic, ramshackle architecture of Pandora more interesting than other people.

The game became more enjoyable when new and larger environments became available to explore. I've listened to the opinion of several people who talk about how the game should be played cooperatively with three other friends. That can make for a good time, for sure, but doing so is like playing the game on steroids. There's a quality to the experience that's otherwise lost, the slow and rewarding discovery of stepping into a new environment for the first time. Borderlands actually earned a spot on ign's recently-blogged-about 100 Greatest Video Game Moments, I think for a similar reason.

At several points in the game the player has to venture through various bandit encampments, usually to go assassinate some quirky bandit leader. These various fortresses, like RPG dungeons, become more elaborate as the game progresses. Charging through with friends is one way to tackle these scenarios, but going solo can be fantastic. I, for one, like to stop and listen to the desperado music. I chose to play through the game as a hunter, which makes my character proficient with sniper rifles. As I progress through the environment and waves of bandits come out charging from their confines, I like to play it cool and pick as many off from a distance as possible. Then, when the action dies down, I heed the words of Christopher Walken as Bruce Dickinson: I "explore the space." One thing Gearbox got right with Borderlands was giving the player incentive to explore. It's pretty simple. They just made the game a loot-fest.

It's interesting to look back and see how the early first-person shooters dealt with environmental interaction. In games like Doom the player would go around looking for doors, switches, keys and supplies. The supplies—meaning ammo, guns and health packs—were sprites and later three-dimensional icons scattered in particular locations throughout the levels and stages. The player character just had to walk over them to pick them up. Then some games like Duke Nukem 3D came along and started to emphasize different kinds of interactivity. Pressing a button in front of a toilet made it flush. Sink faucets spewed tap water. And pixelated strippers stripped ... sort of.

I think people eventually started to get tired of these things. Some games started changing the formula more drastically. Halo made the player hold no more than two guns at a time and its sequel did away with health packs altogether.

In general, I think first-person shooters abandoned the notion of exploration in favor of more straight-forward—think one giant corridor after another—level design. Games became more about the challenge of getting from one checkpoint to the next and overcoming specific placement of enemies or enemy spawn points in each section of the level. Don't get me wrong, for the most part I think these changes made shooters better games. Did anyone back in the 1990s ever actually finish Wolfenstein 3D or Doom 2 or even Duke Nukem 3D? Without cheat codes? Not me. After a while, looking for door keys got pretty tiresome (those games also used to give me motion sickness).

With Borderlands the loot gathering acts as a reward for exploration. And the loot isn't difficult to find. There are cash boxes, lockers, toilets, dung piles, mailboxes, trash bins and other "containers" scattered about every nook of the map that yield random contents of cash, ammo and weapons. Each one of these containers is in some way color coded green for easy recognition. It's a similar green to the little light that shines from the caps lock button on an Apple key board.

While it may not be the perfect solution, I think it gets closer to answering the question of what to do with some of these incredible open game worlds that are interesting to look at but serve little other purpose. Collecting a few virtual bucks here and there can go a long way. At the same time, the idea of loot as "reward" for the player enters the dangerous territory of the literal "Skinner Box" that I talked about in my first blog post. Push a lever. Get a candy. Push lever again. Get another candy. So who knows?

The above pictures were borrowed from www.giantbomb.com and borderlands.wikia.com.