Pages

Showing posts with label article. Show all posts
Showing posts with label article. Show all posts

Wednesday, November 7, 2012

How Video Games Became the Addict's Art

Editor's Note: this article contains ending spoilers for Papo y Yo and Demon's Souls.

Video games are addictive, but they also offer an opportunity to reconsider what addiction actually is; to ask ourselves why we fear it, and why it produces guilt in those who suffer from it. And video games can actually do something unprecedented: they make addiction a directed part of the player's experience. In games, addiction can become a familiar and survivable part of the human experience, not a devastating weakness lying dormant in our genealogies. And in that way, games can both translate addiction into art and make addiction itself an art.

The Fallout games used the basic tension between moderate consumption and full-blown dependence as a way of balancing its buffs and boosts. Drinking wine or whiskey before a fight, for instance, provides a temporary boost to strength and defense but comes at the cost of intelligence and precision. If this trade-off suits your play style, the game will eventually punish you for the preference, simulating an addiction withdrawal state with impaired vision and inhibited movement. The same mechanic applies to a number of substances in the game, from Stimpaks to Med-X.

Max Payne 3 ties its health regeneration system to the plot point of haggard Max's addiction to pain pills. When he's wounded he can take a bottle of pain pills to numb the effects of damage and bring him back to a state where he can be maximally aggressive. In a way, drugs are the engine of postponement in Max Payne, keeping the monstrous hero from confronting the consequences of his lifestyle for a few moments longer.

Rockstar's other cynical opus, Grand Theft Auto IV, depicts its impression of drunkenness when Nico take dates to a local bar. After a few drinks even basic actions like walking or aiming a reticule in a game of darts can become overwhelmingly imprecise, mired in controls that respond late to inputs and then wildly overcompensate for them. The sequence is at its best when drunk Nico gets back into a car and tries to drive drunkenly, turning the game's already loose driving mechanics into an impossible-to-control mess of dead pedestrians, side-swiped cars, and broken traffic laws.

The recently released Papo y Yo makes addiction a central metaphor for its mechanics. A young boy must use coconuts and poisonous frogs to bait a giant monster through environmental puzzles. The innocuous coconuts cause the monster to feel full and fall asleep, which allows the boy to use his belly as a trampoline to reach new areas, but the poisonous frogs turn the monster into a flaming beast who becomes obsessed with hunting the boy down and throwing him into the ground again and again.

Developed by Vander Caballero, a former Army of Two designer, the game can be taken as a petite fantasy diorama the child of an alcoholic and abusive father might make. The boy in the game occasionally slips into black and white flashbacks where his drunk father appears to have killed someone on a drive home. The ending directly connects the boy's cowering in fear of the frog-dosed monster to his hiding from his drunken father, who is trying to whip him with a belt. This is as naked as metaphors come, and its conclusion -- in which the boy sacrifices a mirror image of himself to the monster, lures it into a trap, and kills it -- is an effigial cutting of ties with the worst of his past.

In the broadest terms, addiction can be bisected into those that involve chemicals that actively change a person's body chemistry, and psychological/behavioral addictions more closely associated with the dependence video games can engender. With Papo y Yo we have a game that might lightly trigger some behaviorally addictive people, used as an evocation of the suffering that can come from chemical addiction. This distinction actually offers some insight into just how superstitiously we approach chemical addiction in the first place, an affliction which is rooted in biology and yet has its most successful treatment in the form of 12 step programs and group therapy.

Alcohol is an ideal substance to capture this duality -- the biological malaise that can only be healed through psychoanalysis. For all the daydreams of hedonistic house parties and amber-lit happy hours, there is a dark but constant acknowledgement that all of that joy is also a loose gamble with one's propensity toward addiction.

The easiest and surest self-medication for that guilt and worthlessness is another distracting high.

In many cases this negative interpretation of the act contributes to an addictive cycle, where the person feels guilty and worthless because they have slipped into a category of social derision and shame, and yet the easiest and surest self-medication for that guilt and worthlessness is another distracting high. The stigma exaggerates the distance between someone with an addiction and everyone who identifies as a non-addict.

The word itself derives from Latin, addicere, to assign. Addicts are assigned a new identity, one that separates them from the normal flow of society. They are no longer us, but are defined by their sicknesses, an outwardly normal person who contains an untrustworthy beast within. When we ask whether or not something is addictive -- games for example -- what we're really asking is whether or not we have done something that will label us as an addict. In this view, addiction is not a capacity we all have in varying intensities, but a thing that happens to some of us, something that comes from outside, brands us, and leaves us forever assigned to another category.

Addictive properties are almost imperceptible in Papo y Yo, with its short length and relatively simple puzzle design, yet it offers a decent template for what many posit as the basic addictive formula. Writing in the BBC, Tom Stafford suggests video games' addictive properties can be explained through the Zeigarnik Effect. The phenomenon was first outlined in the 1930s by a Russian psychologist who noticed that waiters had outstanding memories for customer orders, but then completely forgot them after the food had been served. The Effect claims that the human mind is disproportionately more drawn to unfinished tasks and disorder.

Video games are a powerful problem delivery device.

By this logic, video games are a powerful problem delivery device, regularly administering new forms of incomplete tasks and unordered items. Our ability to see what remains undone in a game world, and the powerful compulsion to reach in and do it, ordering the disorder, creates the addictive compulsion loop wherein players are drawn to completing one more task in perpetuity. This particular quality of video games can be exceptionally powerful, causing mild hallucinations and obsessive thought patterns, sometimes known as Tetris Syndrome.

Many games edge toward a self-aware commentary on the emptiness in these structures, but Demon's Souls is among the most intense, a near-perfect combination of artistic pathos and inescapable compulsion. The game is a nightmare of subtle complication that besets even simple goals with an exhausting number of secondary requirements and branching alternatives.

To turn your +4 Falchion into a magically charged Crescent Falchion, you'll first need 12 shards of Sharpstone, hoping they'll drop from the Miners in Stonefang Tunnel. Once you've farmed enough by repeating runs in one area, you'll be able to upgrade the Falchion to +6, and then you'll have to go harvest Darkmoonstones from Reapers in the Shrine of Storms, then return to the Stonefang blacksmith and have him convert the weapon. It's not complicated, and at no point is it especially difficult to imagine doing the necessary work to reach your goal. Yet the complications are just significant enough to trigger the part of the brain susceptible to the Zeigarnik Effect.

You can see the desirable endpoint, and the steps between it and your current state are systemically palpable. To this acquisition lust Demon's Souls adds several other systems that ask players to prioritize several simple goals -- each with their own slightly more complicated achievement paths. In the hour or two it will take to farm upgrade stones you could instead grind to increase your strength and dexterity, or else learn to use another weapon already in your inventory. Or else you could simply go on with the quest, choosing to sharpen your technique against the next tough boss and find a way to beat him with your current gear and stats. Demon's Souls is a vast network of simple tasks, and they are insidiously balanced against one another so that even when the player is diligently on her way to completing one, it comes at the cost of knowing there are several others left undone by that choice.

Demon's Souls is a vast network of simple tasks, and they are insidiously balanced.

From Software seems to have been well aware of the torturously irresolvable desires Demon's Souls would evoke in players, appointing its lore and art with avaricious bastards, imprisoned liars, and a smothering sense of rot and waste. The game seems to taunt bleary-eyed grinders with its absence of musical accompaniment in most areas, filled with distant echoes that can't immediately be placed (the ghostly ringing of tiny bells in the Tower of Latria, the smoldering of torches in the distant haze of the Valley of Defilement). As one runs through these spaces where everything wants only to kill you, to prevent you from retrieving the ornament of order nested at the far end of the level, one's thoughts drift off into craven, irritable obsessiveness like a drunk returning to the liquor cabinet after everyone's gone to bed.

The game's apparent ending is a masterful play on the anguished but incessant need to solve, order, and advance. The penultimate boss has an attack that can in a few seconds drain an entire level of experience from your character. By the end of the game, each of these levels will have become symbolic of hours of toil, dutiful grinding in overfamiliar locations, falling into the same attack patterns against the same old enemies. It has the emotional effect of seeing a freshly bought bottle of whiskey shatter and spill its precious contents on the floor. And after this overwhelming fight, where players can see the dozens upon dozens of hours preparing to finish the game cruelly erased, they're drawn into the final encounter with the Old One, the source of all the rot and evil. The boss is a writhing, wilted worm of formerly human flesh, who can barely move let alone attack.

After killing him he delivers the game's summary motto, "No one wishes to go on." With this he dies, and the game throws you back to the very start. What seemed like a self-contained heroic epic is, in fact, an endless cycle of obsession, upgrading, grinding, and laboring in ignominy, encountering the same constrained characters that begin to seem more and more like road blocks on an infinite loop. Demon's Souls is an addictive hell. Its modular presentation spoking outward from a central hub, and its thorough absence of beauty in favor of rubble, filth, and toxicity, perfectly evoke the emotional meaning of its nihilistic system. Players become the addict who says he doesn't want to use anymore, knows it's killing him, and then takes another dose.

Addiction is a difficult and irreducible subject, but coded into the language of game systems we find a deployment of addiction's most basic properties in a way that intends to be emotional and artistic rather than destructive and stigma-laden. Games can make addiction art, and in doing so they point us toward an irrational fear we have about addictions in the first place. They begin in us; they are not exogenous spirits that invade us, but ways in which our best and most human characteristics can sometimes turn against us.

We are surrounded by addictive things, most people live with their lives in a matrix of complicated consumption choices with major positive and negative repercussions. We joke about being caffeine junkies, accept the modest thrills of a sugar high, and advertise pretty people having libidinally-charged conversations at cocktail hour.

And so a simple pleasure or a quirk of rationality can become unmoored from its purposeful context and turn into a histrionic tautology, both a means and an end. How this can happen to some of us, and to such extremes, is still unclear enough to leave room for our worst and most parochial superstitions, filling the void with dull stereotypes about zombie-eyed addicts who have abdicated their human dignity.

Games can free us from these separatist desires, if only by nudging us a tiny bit closer toward those we'd subconsciously forced into new identities: addicts, failures, broken people. In games we might yet discover our own weakened seams, which, when led on in the right environment, could rupture and leave us obsessively thinking about our next fix, our next level, our next button press. And with this comes the implicit challenge that everyone must answer for themselves: when will you stop, when will you have gained enough levels, chased after enough rarities, pressed enough buttons? We end with ourselves, after all, and it was only ourselves that we secretly feared when we set out to escape.

Michael Thomsen is a freelance writer based in New York. He subsides entirely on offal and intoxicants. Follow him on Twitter at @mike_thomsen.


Source : ign[dot]com

Thursday, September 13, 2012

IPTL Premier Division - Group B Preview

Welcome to IPTL Season 1 Premier Division Group B overview. Information that you can find in this article should help you in getting the best possible viewing experience while watching our live stream during IGN Pro Team League where the best teams and players in the world clash not only for the money, but also for the title! Fasten your seat belts or grab something to drink and enjoy.

Premier division of IPTL Season 1 consists of 8 teams that are divided into 2 groups. In Round of 8 we are going to have Round Robin system and matches will be played in an All-Kill format. Top 2 teams in every group advance to the Round of 4 while bottom 2 teams drop into the Up and Down Matches.

Round of 4 is a single elimination tournament for the IPTL’s championship crown. All 4 teams who qualify to Ro4 are instantly seeded in the next season Premier Division’s Tournament.

Premier Group B has everything that Starcraft 2 fans love: top Korean teams and superstar line-ups. With professional commentary provided by IGN’s casters done onh free high quality stream you get a perfect combination.

Team SCV Life have five strong players capable of winning, but what’s going to happen once they get eliminated? Read about TSL’s champions and runner-ups here Known for having super strong players like Bomber or PartinG, StarTale is ready for IPTL Season 1. They possibly have the highest number of players seeded in both Code A and Code S, but is that enough? Read IPL’s article on StarTale here. This is the team with the smallest number of players, but 80% of their roster is seeded in one of GSL’s leagues. Lead by MarineKingPrime and young Creator, Prime is a force to be reckon with. Apparently they believe in motto “quality over quantity.” Is it true? Read about them here Incredible Miracle is full of big names, but is it going to be enough? Lately most of their ace players weren’t performing well, so everybody’s looking forward to see them in action. Is IPTL going to be their event? Find out more about IM here.

We want to make sure that you know our schedule for IPTL Season 1, so that you won’t miss the most exciting games this season. Below you can find the schedule for Premier Group A matches.

Match 1: Incredible Miracle vs StarTale (09/11/2012)

Match 2: Prime vs Team SCV Life (09/19/2012)

Match 3: Incredible Miracle vs Prime (09/26/2012)

Match 4: StarTale vs Team SCV Life (10/03/2012)

Match 5: StarTale vs Prime (10/10/2012)

Match 6: Incredible Miracle vs Team SCV Life (10/17/2012)

I don’t remember if we ever had such an amazing and fun to watch group in any team event thus far. Four Korean power-house teams full of beastly players and long history of grand achievements in one league is just insane. I do not believe anyone who would say they are not going to watch this – you would be stupid. I am sorry, but that’s the truth – IPL did something that only GOMTV was able to do during their GSTL event. IPTL Season 1 is going to be the best team event outside Korea hands-down.

Isn’t it electrifying to watch TSL in what could possibly look like a group of death for them taking into consideration their GSTL performance and teams that were able to defeat them in the semi-finals of every tournament? It’s going to be insane!

MarineKingPrime isn’t as good as he used to be, but I feel that this event might be his great comeback. In June he did an all-kill on StarTale in KSL Team League Season 1, so why couldn’t he repeat this success in IPTL? I believe he can, especially when he’s being supported by Creator, current TeamLiquid StarLeague 4 champion.

I cannot wait to see Squirtle’s PvP – he’s the only player who can actually make this match-up look so interesting. StarTale have so many godly players on their team that they look unstoppable, but in All-Kill format even one small point counts.

We all know the story about NesTea who created the earth and people told by Tastosis during GSL matches, but is he going win at least a game during IPTL Season 1? He’s been in a slump for a very long time, yet there are still many people who would actually love to see him win again.

But fear not! There is still Seed, LosirA, Mvp and Happy who can come and save the day, and if they would fail IM have Yonghwa. On paper it looks like they simply cannot lose even one game.

However, these are all assumptions based on players latest performance. The results will verify everything. I just hope to watch six awing matches and get ready for the playoffs. IPTL Season 1 begins shortly and it’s going to be legen – wait for it – dary!


Source : ign[dot]com

Thursday, July 26, 2012

Bringing Christopher Nolan's Batman to Comics




This article contains spoilers for The Dark Knight Rises. You've been warned.


After four years of waiting, Christopher Nolan's final Batman film has hit theaters. The Dark Knight Rises serves as the final part of a trilogy that explores the rise and fall of Gotham's greatest hero. And unlike last time, Nolan has made it clear that he won't be coming back for a fourth outing.


WB has yet to announce what the future holds for Batman's Hollywood career, but it seems almost certain that they'll reboot the Caped Crusader and deliver a new take that moves away from the gritty realism of Nolan's movies and towards something that allows for team-ups with Superman and the Justice League. Does that mean we've seen the last of Nolan's Batman in any medium?


It doesn't have to be that way. Just as DC has continued the Smallville saga in Smallville: Season 11, the potential exists for a comic book-based continuation or spinoff of Nolan's Batman. Mind you, there's been no announcement or rumors to suggest such a thing is happening, but we thought it would be fun to explore the possible angles a Dark Knight Rises spinoff might take. In this feature we break down five ways that DC could expand on or continue Nolan's storyline.


One more time: Spoilers ahead.





Bruce Wayne's Global Adventures



Perhaps more than anything, what set Batman Begins apart from the various Batman films of the past was its in-depth look at the journey Bruce Wayne took to becoming Batman. The first half of the movie follows his childhood trauma, his intensive training with the League of Shadows, and the formative events that shaped him as a hero. Bruce doesn't actually don the Batman costume until the second hour of the movie, and there was nary a complaint from fans.


Even so, we feel there's plenty more material to explore during this flashback time period. A Batman isn't made in a day, or even over the course of a few months. Bruce already showed himself to be a pretty competent fighter during the opening prison sequence. No doubt he trained with other teachers and mentors before throwing his lot in with Ducard. Perhaps there's a good story worth telling about a more inexperienced and less worldly Bruce. This could even be a way of introducing other DC martial artists into Nolan's universe, such as Lady Shiva or Richard Dragon.


Regardless of whether it's actually set in this particular Bat-verse, we really would like to see a comic devoted solely to exploring Bruce's pre-Batman travels. The comics have been less interested in mining this material than you might think. Detective Comics #27 essentially suggested that Bruce lifted a lot of weights and poured some chemicals back and forth between beakers until he evolved into some sort of mutant hybrid of Achilles and Sherlock Holmes. Even dedicated Batman origin stories, like Batman: Year One and Batman: Earth One, tend to gloss over this portion of the saga and skip to when Bruce returned to Gotham.


We almost got a live-action TV series devoted to this concept, until WB canned the idea in lieu of Batman Begins. We can't complain about the outcome, but that doesn't mean there aren't still good stories to tell in Bruce Wayne's chaotic early years.





After Batman Begins



There's a better part of a year separating the events of Batman Begins and The Dark Knight. In that time, Batman continues waging his war on crime while Harvey Dent rises to power as Gotham's new D.A. Surely there are at least one or two interesting stories worth being told in this time period. The Gotham Knight animated DVD attempted to fill the gap. Unfortunately, nothing about the segments in that collection particularly felt like Nolan's version of Batman. They could just as easily have been new episodes of Batman: The Animated Series with unusual art design.


We wouldn't mind seeing a comic that strives to explore this murky time period and chronicle Bruce's early struggles as Batman. Despite his early victories over Carmine Falcone and the League of Shadows, Batman has a long road ahead of him gaining control of the streets and spreading his legend. As we saw from Christian Bale's scarred body in The Dark Knight, plenty of mistakes were made along the way.


This approach would also allow the creative team to induct new Batman villains into Nolan's universe. Gotham Knight introduced Deadshot. Perhaps there are other minor rogues who would fit well into this period – Black Mask, KGBeast, Ventriloquist, etc. Whatever the case, there's far more worthwhile material in this period than Gotham Knight was able to mine.





After The Dark Knight



As is made clear from the first shot of an aging, hobbling Bruce Wayne, eight years have passed between the conclusion of The Dark Knight and the opening of The Dark Knight Rises. As far as the latter film would have you believe, nothing much transpired during that long stretch. Batman took the fall for Two-Face's murders, the Dent Act kept organized crime off the streets, and Gotham enjoyed eight years of relative peace.


That said, eight years is a long time. And as one of the characters pointed out, there were no “confirmed sightings” of Batman during that time. That doesn't mean the Caped Crusader couldn't have undertaken a few stealthy missions. Perhaps the aftermath of Joker's rampage left Gotham vulnerable to crime sprees. Maybe a new villain or two cropped up before the Dent Act took effect and took its giant bite out of crime. Maybe there's a more significant story behind Bruce's leg injury than just him suffering the toll of his battle with Two-face and Joker.


One potentially interesting story to explore involves the Joker himself. The Dark Knight gives viewers almost no insight into who this villain is, where he came from, or what sort of life he led prior to ripping off the Gotham mob and beginning his reign of terror. Joker was a man who somehow managed to exist completely off the grid, without even fingerprint or dental records to offer some clue as to his real identity.


That being said, no one in the 21st Century can live their entire life without leaving traces. Furthermore, we know Joker was active at least as far back as the conclusion of Batman Begins (and based on the “Joe Kerr” name tag, he may even have been disguised as the cop to whom Gordon handed the evidence bag in that final scene).


With Joker in more permanent custody after The Dark Knight wraps, the opportunity is there for an intrepid detective to dig into the character's past. What if Batman's final mission before his self-imposed retirement is to investigate Joker's life? The book could offer framing sequences set in the present, with flashbacks that shed as much or as little light on Joker's past as the creators deem necessary. Maybe fans could finally learn how he actually got those scars.


Obviously, there are a few problems with this approach. Joker has rarely been given an origin story in any medium. For many, the character's mystique is inevitably more interesting than whatever actual details might be revealed about his past. The other problem is that an attempt to further explore the specific version of Joker seen in Nolan's films could be seen as disrespectful to the memory of Heath Ledger. We doubt Nolan himself would lend support to the project given his insistence on keeping Joker's presence out of The Dark Knight Rises. DC would need to maintain a delicate balance with this option.


But whether or not Joker is a factor, the murky post-Dark Knight time period leaves ample room for new stories of some sort.





The Origin of Bane and Talia



Nolan hasn't been afraid to make significant alterations to iconic Batman villains in these movies. One of the more notable changes introduced is the linking of Bane to Talia and Ra's al Ghul. Comic fans know the story of how Bane was born in prison and doomed to serve out his father's life sentence. But in The Dark Knight Rises, Talia is the one condemned to this fate, while Bane is her loyal protector and, later, her enforcer.


Bane and Talia's harsh life in the Pit was conveyed through a series of brief flashbacks. We'd like to see this story more fully explored in the form of a comic book mini-series. The series could open with Ra's al Ghul youthful dalliance with Talia's mother and continue up until her ascension as leader of the League of Shadows. Readers would see more of the bond between Bane and Talia. They would learn what sort of role Bane played in the League of Shadows and what exactly caused him to be excommunicated.


One of the more common complaints regarding The Dark Knight Rises is that Talia's betrayal came too late in the film and thus, she wasn't developed well enough as a villain. An origin series could go a long way towards rectifying that flaw and fleshing out the surprisingly tender relationship between her and Bane. Meanwhile, Bane can always use a quality comic book appearance in general. Gail Simone's Secret Six aside, the character has often languished in the regular DC Universe since his heyday in Knightfall. Maybe the solution is to offer readers an entirely different version of Bane.





John Blake's Batman



One of the big mysteries surrounding the Dark Knight Rises was Batman's final fate. Would Bruce Wayne be killed in his final battle with Bane? Would John Blake or another Gothamite take up the mantle in Bruce Wayne's stead? The answer to both questions proved to be yes (from a certain point of view). The film ended with Bruce and Selina seeking happiness in obscurity while Blake confronted his new destiny in the Batcave.


A comic book follow-up could address the many burning questions still remaining from The Dark Knight Rises. Will Blake become Batman? Robin? Nightwing? What sorts of challenges will Gotham's new protector face as he establishes his reputation? How will characters like Gordon, Alfred, and Lucius Fox react to the idea of a new Batman? Do the deaths of Bane and Talia mean the end of the League of Shadows, or could a new foe emerge to continue Ra's al Ghul's work?


Blake's journey would no doubt be an interesting and chaotic one. The Dark Knight Rises established that he has the childhood trauma and the drive to be Batman, but not necessarily the training he needs to survive the worst Gotham has to offer. Will Blake embark on his own worldwide journey of study and self-discovery or just throw himself into the job and learn through experience?


And for that matter, what role would Bruce Wayne and Selina Kyle have in a sequel? These two characters are nothing if not restless, and they may both realize that peace and quiet aren't all they're cracked up to be. Their globe-trotting adventures could offer a nice counterpoint to Blake's trials in Gotham. We could even see a situation where Bruce quietly returns to Gotham and mentors Blake in a Batman Beyond-esque dynamic. Another option is for the comic to draw in Barbara Gordon. Now a young adult, Barbara could move to Gotham to live with her estranged father and subsequently join Blake in his nightly escapades.


Perhaps more than anything, a true sequel to The Dark Knight Rises is the most obvious route to take if Nolan's films are to make the jump to comics. While there's always the possibility that WB would pursue an actual movie sequel with Joseph Gordon-Levitt in the lead, it's more likely the studio will opt to reboot the Batman franchise with a more colorful, Justice League-friendly approach. A comic book follow-up could be the only way to see this particular take on Batman continue.


What would you like to see in a theoretical continuation of The Dark Knight Trilogy in comics? Sound off below!







Jesse is a writer for IGN Comics and various other IGN channels. Follow Jesse on Twitter, or find him on IGN.



Source : ign[dot]com