Gaming High

By Shamus Posted Tuesday Mar 10, 2009

Filed under: Rants 83 comments

I don’t mind anti-drug messages in theory, although for the bulk of my life the anti-drug messages aimed at teens have been mostly incompetent and occasionally offensive. The awful 80’s and 90’s cartoons where Saturday morning characters would gather to warn kids that drugs were a great big monster was the most clumsy and obvious form of propaganda. Even in my early teens I could see that these spots were designed to scare, not inform. (Although I’m sure I wouldn’t have described it that way.) They were so bad that I wouldn’t be surprised if they made the problem worse.

Portraying drugs as a giant slobbering monster trying to eat the Ninja Turtles (yes there was really a special along those lines) doesn’t really give a kid any sort of knowledge or context they can use when the moment comes. When their chance to say no to drugs rolls around, it won’t be a huge flesh-eating monster. It won’t be Satan beckoning from an alley, or even a strange kid offering friendship in exchange for you doing some of his drugs. (Hint: People don’t go around offering their expensive and illegal drugs to strangers.) These images were far more illustrative of how adults viewed the world of teenage drugs. Which is to say: At a great distance and with not much clarity. No, when a teenager is offered drugs it’s usually by a perfectly normal friend. He’s there. He’s your friend and you’ve known him for years. He helped you out that one time someone swiped your pants out of your locker in gym class. He looks like he’s having a good time, and he wants you to have a good time too. If those cartoons were so far off about what drugs looked like, then maybe they were also wrong about drugs being bad for you in the first place. He’s not turned into a mindless flesh-eating zombie like the cartoon said he would be, anyway.

But the big problem with teenagers is that they have terrible long-term risk assessment, and to them anything further than a month away is “long term”. I agree that it’s really important to equip kids so that they can make wise decisions, but you can’t teach with lies, even if they’re well-intentioned lies aimed at keeping kids out of danger. Part of the problem is the way anti-drug ads talk about smoking weed, but then point towards the effects of (say) heroin. I understand the concept of gateway drugs, but the chain of bad decisions that leads from lowering your inhibitions via smoke or alcohol to trying and becoming addicted to hard drugs to a life of ruin is a little too complicated for a twenty-second spot, and shortening it to, “Weed will turn you into a crackwhore” is obviously false in a way that will cause the audience to tune you out.

But the recent Above the Influence ads are taking a different approach: They warn kids that smoking pot will make them terrible gamers. These really bugged me when I first saw them, although for different reasons than those awful 80’s anti-drug cartoons which, now that I think of it, are probably really funny to watch when you’re high.

For context: I’ve never been high in my life. I’ve known several people who smoked weed. Some short-term. Some did it for years. One kid I grew up with (let’s call him “Mark”) is the classic burnout. He was energetic and a bit intense at 15, and now at 35 he’s an addled, stammering loser who lives alone and maintains the bare minimum of a job to sustain his habit. Years of smoke have given him the permanent stoner face – that squinty-eyed befuddlement of someone who just woke up and can’t remember what day it is. Drugs did not ruin his life – he ruined his life with drugs. I’ve known of other people that smoked for years and managed to live a more or less norm[a]l life. As with alcohol, it’s a risk that’s hard for the fifteen year old to evaluate.

A screenshot from the ad. This is how all gamers drink:  I stare piercingly into the bottom of my undersized can as it floats in my open hand, and then I pour it down the front of my ninja mask.
A screenshot from the ad. This is how all gamers drink: I stare piercingly into the bottom of my undersized can as it floats in my open hand, and then I pour it down the front of my ninja mask.
But getting back to the the Above the Influence ad. I don’t like it for several reasons:

  1. It makes it sound like these kids only like their friend because of his (now impaired) skill at videogames. They’re not concerned that their friend is putting himself in danger. They’re upset that he’s not pulling his weight on their raid into Karazhan or whatever. What the hell kind of friends are these? I don’t want my kid doing drugs. I also wouldn’t want my kid making friends with these idiots. Smoking weed aside – this sells the notion that people aren’t good playmates unless they’re awesome at playing. One character says, “I used to have a good time playing with Lyle. We made a good team.” So… you don’t have fun with people that don’t meet your skill prerequisites? I think you’re gaming for the wrong reasons.
  2. Like my examples above, it’s likely to ring false for many gamers. You run into baked players all the time online. Not in high-speed twitch games, but in the slower-paced stuff. MMO games in particular seem to have more than their share of players named “Megatoker” and “Captain420”. I’ve played with people that were high. They might not have brought their a-game, but they weren’t a massive liability, either. Playing while high is probably not unlike playing while making dinner and settling fights between the kids, performance-wise. Once again, teenagers are not stupid. They will see that you were wrong about weed making you suck at videogames, and will file the rest of your advice under “stupid crap adults said to me when they didn’t know what they were talking about.” And it’s really important they not do that, because they need that knowledge before they do something dangerous.
  3. What is up with those visuals? If you’re going after the teenage gamer crowd, then using footage that looks like (bad) mid-90’s prerendered jRPG cutscenes is not the way to go. These kids were in diapers when that stuff came out.
  4. It’s so obviously fake. If you want to talk to these kids, then log the crap in for an evening and figure out what they’re doing before you pretend you have some insight on the subject. These characters do not talk like gamers. If you talk about headshots, or rushing, or DPS, or grinding, or something that conveys a basic familiarity with gamer culture it will go a long way to getting them to listen. Before you start writing dialog, ask yourself if you would survive an eight second conversation with one of the people you’re trying to talk to:


    sup. LFG?

    Hello. I enjoy this game. I have been playing a long time. I'm good at it because I don't do drugs.

    O rly? What's your fav class?

    Um. Shooting?

    Your fav character class is shooting?

    Yes.

    lol

Just so nobody accuses me of – I dunno – being “pro teenage drug use” or something insane, I offer my own anti-drug message that I’d aim at young gamers if I thought they were interested in what I have to say:

I’m sure being high is lots of fun. Plenty of people have said so. But playing WoW is also fun. So is Quake World. It’s also cheaper and less of a threat to your lifestyle in the future. It’s easy to say no, and there’s nothing to lose. It might not feel like it, but stuff you do now can still have an impact – for good or for ill – on your life twenty years from now.

Nobody has ever looked back on their teenage years and thought, “Oh, if only I’d tried drugs as a teenager!” I certainly haven’t. My friend Mark – assuming he’s still capable of introspection – has something to regret every single day he wakes up alone and poor. Not everyone winds up like Mark, but some people do. It’s not worth the risk, the expense, or the hassle. You won’t miss it.

I don’t know if that message would do any better at influencing kids, but it doesn’t look like the intro to a Playstation One game that failed quality control and it doesn’t portray the “cool gamers” as vapid skillbots with no concept of fun or friendship.

And most importantly, it’s the truth.

 


 

Stolen Pixels #71: PS3 Exclusive Interview

By Shamus Posted Tuesday Mar 10, 2009

Filed under: Column 29 comments

Did you ever have one of those days where you wake up in an alley behind the liquor store, your money is gone, and all you have are some notes from interviewing a piece of consumer electronics?

No?

Uh. Me neither.

 


 

Overlord: First Impressions

By Shamus Posted Monday Mar 9, 2009

Filed under: Game Reviews 30 comments

In Overlord, you begin the game with a bunch of nasty little goblins prying the lid off your coffin, standing you up, and declaring you to be their new master. Whether or not you have been fully brought back to life or are simply the reanimated dead seems to be up for debate. In any case, you’re up and about with a following of minions and an evil tower of your very own.

I can’t think of an existing genre that could contain this game without qualification. Trying to categorize this game will turn me into the sort of pretentious doorknob long since lampooned in this Penny Arcade strip. But categorizing the game is sort of my job here, so I’m going to have to suck it up and be a doorknob for the sake of the review. I guess I’d call it an adventure RPG action game with quasi real time strategy unit control. With puzzle elements. And a hint of sim. Or something. I mean, you have these guys, and they kill stuff when you tell them to, okay?

Once you sack a house, smoke pours out of the front door.  This is funny in a cartoon sort of way, while giving you a nice indicator of which houses you’ve done and which ones still have goodies inside. Just because I’m evil doesn’t mean I don’t want to be thorough.
Once you sack a house, smoke pours out of the front door. This is funny in a cartoon sort of way, while giving you a nice indicator of which houses you’ve done and which ones still have goodies inside. Just because I’m evil doesn’t mean I don’t want to be thorough.
The game isn’t anything like Fable 2 in terms of gameplay, but I can see why the two games are compared so often. Both have a stylized storybook feel which is both whimsical and charming, and which acts acts as an absurd backdrop for the hilariously mean sense of humor. (That sense of humor vanishes during the central story of Fable 2, but Overlord suffers no such confusion.) I don’t usually enjoy playing the bad guy. Like this series by John Walker at Eurogamer, I tend to recoil at the thought of being a jerk to nice people. It takes a certain degree of willpower to go for the really awful choices in a game. But this does not seem to be a problem with Overlord. The peasants are humorously thick-headed goofs who are just begging to be subjugated. Their homes are delightfully smashable cottages full of plunder. And putting the lot of them under your boot gives lasting rewards. This is a game that lets you revel in your cartoon evilness.

At the heart of the game is a system for controlling your army of minions, which grows ever larger as you progress through the game. There are four types of minions, which loosely correspond to classic MMO character classes. You begin with brown minions. (Your basic fighter class.) Later you will acquire red minions (ranged attackers) green minions (backstabbing damage-dealers) and blue minions (fragile healers) by performing certain quests. Your avatar can engage in direct combat with the use of his axe and a few magic spells. Early in the game you’ll probably be on the front lines supporting your troops in combat, but as your army grows it makes less and less sense to place yourself in harm’s way when you have so many obedient servants prepared to kill or die at your command. It’s usually easier to replace them than to heal yourself. There is a cap on how many you can lead at once, but there are stone circles spread around the world where you can change the ratio if you find yourself needing more or less of a particular color, or if you need to replenish lost forces.

Have you ever wondered where you <strong>put</strong> all that gold you’re accumulating in an RPG? In Overlord, you can go to your vault and see your ever-growing pile of ill-gotten dosh.  This is very satisfying. It actually made me not want to spend money.
Have you ever wondered where you put all that gold you’re accumulating in an RPG? In Overlord, you can go to your vault and see your ever-growing pile of ill-gotten dosh. This is very satisfying. It actually made me not want to spend money.
In other games, you must earn your living by trudging through the world, bashing up barrels and crates and scavenging your way up the equipment ladder. But a proper ruler doesn’t waste his time on that sort of gross manual labor. In Overlord, you simply hold down a button to let your minions run wild, smashing and looting everything in their path. (The player base has charmingly dubbed this button “auto-rape”.) Your minions bring the the spoils with an sadistic enthusiasm, and equip themselves with useful plunder. They’re armorless and bare-handed when you first summon them, but they grow in power as they accumulate better and better items. (Which creates a small incentive to use them wisely instead of carelessly sending them to their deaths.) Seeing them caper and cheer as they trade up from one weapon to another is almost as rewarding as getting a new one yourself.

Oppress the people of Spree enough, and they will let you make off with some of their women.  They’re supposedly your slaves, although they just hang around your throne room wearing clothing not at all suitable for manual labor.
Oppress the people of Spree enough, and they will let you make off with some of their women. They’re supposedly your slaves, although they just hang around your throne room wearing clothing not at all suitable for manual labor.
I need to give Codemasters credit for making an effective control scheme. In this game you have the standard controls: Move, target opponents, attack, use magic, move the camera, and select spells. But you also have controls for directly moving your troops around, breaking them into groups, giving orders to specific minion types or even individuals, directing them to attack or retreat, and a number of other functions. That is a lot of input to pack into the standard controller, and I managed to get the hang of most of it within a few minutes. (Although I didn’t know it was possible to manually manipulate the camera until someone mentioned it in the comments. (I should also note that the camera did pretty well on its own. It’s a rare game that has an auto-camera that doesn’t make a hash of the gameplay. The camera was always where I needed it unless I was doing something unexpected (like making comics) and it even managed to see me through tight corridors and rooms without frustrating me.))

I have a nitpicks post coming up, but the bottom line is that the game is new, different, witty, and fun.

 


 

Hero Factory

By Shamus Posted Monday Mar 9, 2009

Filed under: Nerd Culture 16 comments

I’ve seen a few hero designers here and there in my web travels, but this one is surprisingly polished and fun. (Needs more variety, though.) If you enjoy playing around with the city of heroes character builder, then this is an amusing way to blow twenty minutes. If I were running a capes & tights superhero game, I would definitely point my players at this thing.

My own efforts:

hero_captain_angst.jpg

It’s Emo McBrood, aka Captain Angst. He gained his powers when a chance encounter with a robber ended with the murder of his parents, grandparents, best friend, girlfriend, gym teacher, favorite lunchlady, baseball coach, pen pal, dog, cat, and pet hamster.

The outpouring of emotion was so powerful that it created an angst-surge – a torrent of fearsome supernatural power – and transformed him into Captain Angst. Now he can recall those powers by tapping into the memories of that fateful day. In order to save others from his fate, he guards the city from serial killers, butchers, murderers, and other amoral life takers. Once he stops them, he agonizes over killing them since he doesn’t want to become like the monster who murdered his parents, grandparents, best friend, etc etc etc. Then the bad guy escapes during his moments of anguish and inner turmoil, meaning Captain Angst will blame himself for his foe’s subsequent killings.

His comic has faltered in recent years and now has only a small but devoted following of young men, and the only reason the book is still in print is because they keep mailing the publisher threatening to cut themselves if it gets canceled.

hero_angst_girl.jpg

This is Emily Pout, aka Angst Girl. She has pretty much the same origin story as Captain angst. She has the exact same powers. Her comic started about five months after Captain Angst became a commercial success, and was canceled less than a year later. “I dunno”, said the publisher, “I guess girls just don’t like comic books.”

 


 

Unskippable: Digital Devil Saga

By Shamus Posted Saturday Mar 7, 2009

Filed under: Movies 26 comments

Current Blum saturation level: 50% of all Unskippable episodes now feature the work of Steven Blum.

I think the design doc that led to this scene must have been written about four hours after the author watched The Matrix for the first time. The scene was annoyingly muddled. While we could tell which side was the “good guys” based on the fact that the camera spent the most time with them, there was no context for anything else going on. Where they here for the artichoke, or was that something they stumbled on? What about Crossbow Guy? Was he after the artichoke, or was he on the same side as the artichoke, or was he after the main characters, or was this a chance encounter? The cat we can forgive – I’m sure he’s supposed to be symbolic / mysterious – but the rest just feels a bit random even by jRPG standards. This vagueness probably made the thing harder to lampoon as well, although I’ll still call it a victory for Graham and Paul.

“I think we can safely say, this is the only vegetable with orbital laser support.”

 


 

Experienced Points:Son of Return to the Sequel II

By Shamus Posted Friday Mar 6, 2009

Filed under: Column 36 comments

In the latest Experienced Points, I both encourage and oppose sequels. Or something. Actually I guess I just want them to be done differently. You’ll just have to read it, which I guess is the point.

 


 

Watchmen

By Shamus Posted Friday Mar 6, 2009

Filed under: Movies 48 comments

Watchmen opens today. I’m not going to be able to see it any time soon, but I’m still excited. Yay! Our culture is being validated by Hollywood. Go nerds! Unless the movie sucks and the story is mutilated in order to make it more palatable to non-geeks. In which case Hollywood has once again given us a wedgie by defacing our heroic icons. Either way, I’m sure we’ll all see some really epic deconstructivist flamewars over it. And it goes without saying that no matter how good or bad the movie is, 45% of all forum icons will be Rorschach for the next few years. So we have that going for us.

Everyone was really polite and friendly in yesterday’s political / philosophical thread, but I’ve decided to punish the lot of you anyway. Here, take that:


Link (YouTube)

I only posted that because I know you can’t hit me from where you’re sitting.