Category: video games
More Sims 3 experiments
Experiment the second (and a considerably longer play this time than Doofus vs. Delores). To introduce the cast:
Harry. A Good, Frugal, Neat Bookworm whose life goal was to become a secret agent.
Lisa. A snobbish woman with no sense of humor whose life goal was to have a net household worth of more than 100,000 Simoleans.
Lars. An evil, mean-spirited character with a good sense of humor whose life goal was to become emperor of evil.
These were all siblings, and I figured that the good/evil dichotomy between Lars and Harry, and the funny/unfunny between Lars and Lisa, would produce plenty of conflict (always the basis for a good plot, I figured). And indeed they did fight a lot. Lars enjoyed picking on Lisa, but also found her so boring that they didn’t interact for long. Lars and Harry enjoyed one another’s company at first, but soon Lars’ evil nature made it impossible for them to get along. Rather pathetically, for a while Lars had a goal of becoming friends again with Harry, but I eventually cancelled this when it became clear that it was simply impossible.
Because they were all created at around the same time, they all died at around the same time too. Lars went first, then Lisa. Unfortunately, Lisa happened to die while Harry was cooking. The pan was forgotten on the stove while Harry watched Lisa being Reaped. The inevitable fire ensued. The Reaper noticed the fire but said he’d be back later because he didn’t feel like doing any more reaping on an empty stomach. And come back he did: the fire got extinguished, but Harry died anyway later the same evening. He was the only one not to get his life’s wish fulfilled, incidentally — possibly because he’d spent so much of his neat-freak life making beds and cleaning toilets.
Experiments in Sims 3
So I’ve been playing Sims 3, specifically with an eye to exploring the emergent narrative side of things.
My first concoction was the pairing of a sim with commitment issues and a hopeless romantic. The former was a young adult named Delores, the latter a balding elder named Doofus. (Lest I seem not to be taking the experiment seriously: the name was a suggestion from the person who was looking over my shoulder during character creation.) Doofus’ life goal was to become a chess master. Delores’ was to become the girlfriend of ten sims. I figured Delores was going to be Doofus’ trophy wife, then break his heart by sleeping with half the neighborhood.
Various playing
Recent playing:
Gregory Weir’s How To Raise a Dragon. It’s cute, but I find it in every way less moving than Majesty of Colors. Partly that’s because in Majesty of Colors I always had a clear sense of what my actions were going to achieve, whereas I was repeatedly surprised in HTRaD — sometimes I accidentally went someplace I didn’t want to go or killed a spare human by mistake. I suppose if I replayed the game over and over I’d get a clear sense of what all the options meant and be able to approach it with some sense of agency, but it didn’t strike me as sufficiently rewarding in content to be worth that kind of time.
Trial version of Jack Toresal and the Secret Letter. If you’re curious what Textfyre has done, it’s worth checking out. Notice the cool map (flip to the back of the book).
My impression so far is that I am indeed not the target audience: the story signals strongly about the secret revelations to come, which I suspect is for the benefit of young readers. On the other hand, it is recognizably Mike Gentry writing: solid prose, and if it’s not as dark as Anchorhead or Little Blue Men, there are still entertainingly observed bits, especially in the behavior of the characters.
Fable II, as suggested on the Must Play list instead of the original Fable. Played this through to the end, though because of its breadth I’m sure there are vast tracts of the game that I didn’t see on a single playthrough. In general, I liked it pretty well: the combat was well designed, I never got too lost, and (most important, from my point of view) there were very few points where I felt I was being asked to do tedious grinding in order to get the next bit of story. I did get a little bored performing jobs for money, but fortunately there are other ways to earn income that turn up pretty quickly, so the jobs were not a big part of my play experience. The grinding and sense of wasting time is what usually makes me give up on an RPG, so in that respect I count Fable II as a big winner.
As storytelling, it was an interesting experiment: the design attempts to combine an open sandbox world (in which you can take on any ethical allegiance, marry anyone, set up various types of career, etc.) with a fairly linear main arc made up of several big quests. The end ties what you’ve done in the sandbox into the main story. It doesn’t quite work, but I think I can see what they were trying for. The problem is that the sandbox story always feels (at least to me) like it’s not nearly as important or real as the main arc, and because it’s so generic, any sandbox elements that get drawn into the main narrative are handled in the most cliche and melodramatic way imaginable. I’ll come back to this later because it deserves a full-length article.
One thing that did leap out at me, though: much has been made of the Fable series allowing the player to choose a good path and an evil path. I’ve seen the reviewers talking about the design choices here, but not that many talking about the actual content of the moral system, and to be honest, that bothered me a little.
Specifically: in several places Fable II appears to equate “good” with self-sacrificing, empathetic, principled action and “evil” with selfish, unsympathetic, and unprincipled action. The most “good” person you meet has strong non-violence principles (at least at first), while the most “bad” person is wholly and pragmatically out for himself. The gameplay consistently demonstrates that principles can be a bit of an encumbrance, but it still seems to frame them as desirable.
There’s a separate scale for corruption vs. purity, which might have added some nuance but in practice didn’t make a lot of sense to me. (You can get corruption points by eating meat or drinking alcohol, for instance; but this kind of lifestyle choice has almost no bearing on the main story or most of the gameplay.)
So in terms of aspects that affect the story meaningfully, the good/evil axis seems more to the point, and it seems very often to be handled in this one particular way.
This bothered me a bit, because it leaves out the whole question of judgment. Plenty of people believe strongly in a value or principle that turns out to be misguided; in the most extreme case this gives us terrorists. Moreover, principle and willingness to self-sacrifice aren’t necessarily the same thing. At several points the game seemed to come close to recognizing the complications. It hinted, for instance, that there were times when one might need to let someone suffer — contrary to one’s usual principles — in the short term, in order to accomplish one’s goals in the long run. But ultimately the simplicity of the good/evil axis hampered the game’s exploration of these issues because it provided a strong pressure on the player to choose an interesting extreme rather than the dull middle road, and (I suspect) a pressure on the designers not to punish “good” behavior too much.
As an exploration of morality, or even as a tool to allow the player to express his own belief structure, I think Fable would have been much more interesting had it not gone with “good” and “evil” but with more nuanced characteristics: principled vs. pragmatic, say, or self-preserving vs. self-sacrificing. And I would have left the lifestyle stuff out of it completely: the ability to make your character more corrupt and fatter by eating a meat pie, or purer by drinking water instead of beer, felt like a tedious public service announcement — one that had almost nothing to do with what the story of Fable II was about.
Finally, my review copy of the full version of Sims 3 has arrived. I’ve only played a couple of hours, and it’s clearly the sort of thing that takes a while to get rolling, but I do notice there’s a lot more complexity in the communication between characters than there was in the original Sims, and it seems to lead more directions than in the mobile version. So we’ll see how that goes.
Sims 3 (Mobile version)
Lately I’ve been thinking more about emergent narrative — in particular, the idea that a sandbox-style game can produce elements that the player then weaves together into a story that he finds satisfying. The story isn’t really a product of the game, and it’s not necessarily true that anyone else playing the game would perceive the same story. The onus is on the player to determine which of the many otherwise insignificant events contribute to the narrative.
I’m pretty skeptical about this idea. Or rather: I can see that some such thing does happen, in that lots of (say) Sims users construct elaborate stories with their characters, and share movies and narratives. But in general this is not what I would call interactive storytelling; it seems more like handing the user a really complicated dollhouse that happens to have built-in tools for recording and editing the best scenes.
Still, I thought I ought to put a bit more research into this topic before I dismiss the possibilities. It’s been a while since I had (and got tired of the grinding aspects of) the original Sims, so I tried downloading Sims 3 for my iPhone.
Alas, I find it a dead bore.
Homer in Silicon: Wandering Willows
The latest Homer in Silicon discusses PlayFirst’s amiable but undemanding Wandering Willows.