Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Sunday, July 14, 2024

The Difference Between Building a Sand Castle and a Real One

There are common limits imposed upon human imagination and memory. For instance, when I sat down to write this, I burned about 25 minutes trying to remember the name of a French intellectual that was fascinated by the level of sensory information that the average human processes on any given day. As I recall, he sat down in his study and attempted to write a journal that was as exhaustive as humanly possible. Whether it was descriptive, or completely a work of stream of consciousness, I can't recall, but he gave up a few days later after writing some absurd amount of pages. There was just too much to account for. It was the "a picture is worth a thousand words" kind of dilemma. Anyways, I eventually gave up trying to remember his name. If you happen to know it, DM me! 

I very much enjoy open world games, and there are several elements that collectively contribute to their rendering authenticity. Geography, for one, must be close to scale. The density of props and interactable objects in the world must be placed with believable randomness. Structures and buildings must be unique, each with distinguishing features. NPCs must move and act in the environment with convincing variation. And transgressing the given social order must be met with a realistic consequence. Few games, if any, have offered something with this degree of detail and specificity. For the majority of titles, it’s just a crude representation of reality.

Jean Baudrillard's Simulacra and Simulation describes Disneyland (Chapter 1: The Precession of Simulacra. Section 4 - The Hyperreal and the Imaginary) at length, with it’s segmented districts throughout the park, and how each area represents a microcosm of Americana. The folly, of course, is that each zone is a simulacra, a representation in a series of representations, where the land being represented has no relationship to the original reality. Likewise, when game developers synthesize real life locations into an open world gaming experience, the dev team is inevitably relying on a shared conceptual toolbox of degraded signs and simulacra. The result is that something is always amiss. For instance, in games like Assassin‘s Creed: Odyssey the player is able to sail around the entire Mediterranean world, but each island the player accesses is just a crude distillation. It takes 36 minutes by car to travel from The Temple of Apollo on Naxos to reach Mount Zas, but the player can reach the same location in about 5 minutes in-game, if that. Likewise, the island of Crete (Messara and Pephka) in-game can be ran across in under a half hour. In reality, the island is 260 km long.

Naxos IRL

Environments can have both intensive amounts of detail, as well as a complete lack thereof. It's just a matter of perspective of what's important and what our own attention spans can accommodate. If a player was given the task of traveling 2000 miles of real distance in real time, then nothing would get done. Flying from Los Angeles to London, even going 570 miles per hour, takes about 11 hours. Driving from Los Angeles to Las Vegas takes approximately 5 hours to traverse almost 300 miles. In the latter example, most of that space is the Mojave Desert with little to no variation in geography and landmarks. As gamers, we hunger for a sense of scope and realism, but I don’t think we consider how vast (and empty) the real world actually is. With this in mind, the above characterization of Naxos is to the gamer's benefit, even if it thwarts true realism. 

Lately with all the work at Electi Studio, I have reacquainted myself with Fantasy and Sci-fi literature, and the sense of grandeur they evoke. Granted, playing a video game involves the player as a participant in a simulated space. A player can pick up items, traverse obstacles, read and recognize visual cues and text, yet the level of immersion is compromised, once something becomes out of place. In books, at least, the author is selectively futzing with the reader's focus, directing their attention to different aspects of the world. The reader's prerogative is to then fill out the space procedurally with novel contextualization. "A hero walks in to a cave..." Immediately, the reader populates their mind with the image of a cave. "The hero takes a seat on the ground and unpacks a bag of provisions..." The reader then synthesizes the contents of the backpack. Is the cave damp? or is it dry? The author doesn't describe this, but the reader is already feeling the spring water soak through their jeans as they sit. This was my nightmare when working on Hobgoblin as a consultant. I would read something that Mike wrote and the procedural rendering of the scene in my mind would commence, oftentimes differing from his. This is completely normal, obviously, but the work gets complicated when what you see in your head needs to conform to what the author sees in theirs. Mike might describe a colossal cave worm erupting from the ceiling of a cavern, but what recommendations I ultimately make need to conform to his vision. And that's hard, honestly. It's like describing, on a color-blind person's behalf, what red looks like to them to someone who isn't color-blind.  

Worldbuilding aside, in the case of video games and the available technology that is used to render approximations of  the real world, the game developers appear sympathetic to the average gamer seeking better immersion. The invisible walls and poor draw distance are just pragmatism on the developer's part, so that we can enjoy our jaunt in their world without our consoles and PCs catching fire. Technologies like Unreal Engine 5, which can render details so minute that the proprietary term for it is "Nanite", take clever shortcuts to sell the illusion of  detail at varying distances and perspectives. And with AI powered GPUs now saturating the market, other more innocuous details can be generated on the fly, like textures and props. So the response on the part of game developers is not without concerted effort. (Nanite has already been around for some time, even. Consider the level of detail in this demonstration. It was taken 4 years ago!)

Epic Games

It's my hope that someday we can get something truly "photoreal", although a subcutaneous chip capturing sensory data in the gamer's occipital lobe would be pretty rad... Yeah, that would be nice. Or! a table-top gaming experience that relies on our own imagination to build out an AR game board? One can only dream! 

The future is wild my friends!












Sunday, March 31, 2019

Waiting for the World to Load


I purchased Watch_Dogs 2 this past week and I’ve been blown away by its attention to detail, which, I suppose, invokes a greater design concept inherent in “open-world sandbox” games. (I say this in quotes because, typically, the most exhilarating moments of playing these games comes when the player is constrained and limited, which seems antithetical to the core philosophy of in-game freedom.) In order for these environments to feel lived in, they require elements of immersion to trick the player into thinking that the non-playable characters are “real,” as if every character interaction is a form of Turing Test. The representative populace of San Francisco, in my opinion, seems to be the most true to life distillation, especially when taking into consideration the carefully kept balance between technology (ie. in-game rendering of the world) and iconography (ie. contents of the world). One little detail, to those who are listening, I will share regarding my next book is that the setting is the San Francisco Bay Area. And, having spent a good portion of my childhood visiting and experiencing the Bay Area first hand, Watch_Dogs 2 will be instrumental in my approach of gaining a better visual frame of reference. Because, up until this point, I’ve used Google Maps and the street view to encounter and better understand the environment. The former is, at the very least, three dimensional. That helps.

As much as I hate to admit it... this is too fucking real.

 
When I saw the early screening of Shazam! the weekend I was in town to attend my grandmother’s memorial service, I was a little disappointed of the lack of an appearance by Black Adam (played by Dwayne Johnson), who is by far one of the most interesting anti-heroes/villains in comics today. Villains, much like the environment that a story takes place in, are critical in building the world, specifically because villains are foils to both the physical appearance and ethical constitution of the hero. In the case of Billy Batson (ie. Captain Marvel/Shazam!), his personal desire to aide those systematically disenfranchised (foster children, the terminally ill, victims of child abuse, et al.) contrasts with Black Adam’s autocratic characterization, and how this influences his view on Justice and the role of the fate of the “oppressed” in society. Whereas Billy is forgiving and patient, Black Adam (born as a slave in Egypt) consolidates power via the brutal suppression of his opponents (up to, and including, summary public executions). Both arrived to the wizard Shazam from similar circumstances, but their responses are black and white. And this ultimately builds the world, its ethics, its ultimate purpose as a theater for thought experiments on Justice, Rehabilitation, Consequence, and Fairness under the definition of Natural Law.

Villains, in general, have such potential for story-telling. It’s strange to me that there have only been small attempts to develop villain centric properties. I would love to see a series on Solomon Grundy, who, despite being an undead abomination, has displayed lots of depth throughout his character history. Likewise, a Vertigo-esque character study—similar to Neil Gaiman’s run on The Sandman—for Darkseid could have momentous potential. Other than the Joker (via The Killing Joke), this hasn’t been attempted with critical acclaim (at least to my knowledge).

Simply put, the above is easy to conceive on a purely theoretical level. Actually writing it down is another thing altogether. Consider what has already been done. The formula to creating a villain is nothing new. So creating these characters is almost like building another piece of the world. The opposition requires a narrative that is equally as credible as the hero, as well as symbolize stasis. Being the catalyst for change, the hero interacts with the opposition, not the other way around. Bringing it all back to where we began, the setting of all narrative is like wallpaper, and the hero is pushing through it into the moldy drywall.

Monday, February 12, 2018

Video Games are Racist, Bruh

I have a sneaking suspicion that RPG games are inherently racist.

Hear me out.

I’ve thought about this for a while, and I don’t think it’s intentional at all. Or maybe I just read too deeply into things like this. If you’ve ever read Umberto Eco’s Inventing the Enemy you’ll know that we seem to naturally, throughout history, create enemies to propel our societies forward. We rely on differences (physical, political, religions, social, and economic) to separate the undesirables out. All this hinges on a lack of empathy toward this “other,” because once we feel empathy for the other, these differences can no longer be superficial.

From birth we are trained to recognize and pick out classes, like being a young kid and seeing a homeless person, and then—in the same day sometimes—going to a neighbor’s house of moderate wealth. Then, while still being kids, we encounter as we get a little older videogames of varying complexity that implement progression and class based forms of entertainment. Not only are they competitive, but each class’s specialization locks you into a certain path of gameplay. Fantasy roleplaying games take this concept further and suggest perks and disadvantages for playing a certain race. Elves may have bonuses to stealth and intelligence, or charisma even, evoking the image of an elite member of society, connected to social and political strongholds. Conversely, orcs may have penalties to intelligence and charisma, but they have proficiencies that boost strength and traits that are integral to physical combat. To add insult to injury, at least in the Dungeons and Dragons game system, orcs are also typically evil in alignment. (I once played a game as an orc paladin, and the whole time I was reminded by the dugeon master that orcs could not be paladins because they were evil and having a good, or even neutral alignment, was tantamount to breaking the rules!)

Race is an artificial term already, as there is no genetic difference between a human from Africa and a human from North Africa. While there are physical differences between someone from Africa, who has extra skin pigment after exposure to blistering, equatorial sunlight, and a North American person, there is no degree of separation that would deny procreation between the two. Race, if anything is an artificial moniker that human beings have employed to categorically separate individuals from each other whom hail from a variety of geographical regions on the planet. Yet there are stereotypes, not unlike the class based systems in role playing games and other video games that implement class and skill progression trees, which entertain the idea of “racial traits” (I.e. Asians are intelligent, Blacks are lazy (yet exceedingly strong), Caucasians are politically cunning). These racial stereotypes supplant the familiarity we all share as human beings with a veil of obscuring unfamiliarity and suspicion. This is how “others” are created.

So imagine the reality that as children, while we are still building a conceptual framework of the work through our observations and experiences, we are encountering the ideas, suggestions, that certain people are better at some things and others are not. Not only that, we are doing battle with, struggling for resources with, engendering a “race” based competitive ecosystem with complete strangers. The entire premise is literally Darwinian in nature.

Obviously, this is all introspective speculation and the strength of this argument depends on how willing you are to look into it. But I could easily write a book on my experiences, incorporating trolling, anonymity, death threats against female developers, and Varg Vikernes’ roleplaying game MYFAROG. The latter is funny, because on my way to Norway a few years ago I sat right next to a personal friend of Varg who told me that certain, less desirable races, were meant to specifically emulate the stereotypes of people of color (specifically blacks).


Anyways, food for thought.