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	<title>Smartbomb &#187; pseudo-intellectual rambling</title>
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		<title>BREAKDOWN! Part 3: Indie Games and Creativity</title>
		<link>http://www.owengrieve.com/2011/09/03/breakdown-part-3-indie-games-and-creativity/</link>
		<comments>http://www.owengrieve.com/2011/09/03/breakdown-part-3-indie-games-and-creativity/#comments</comments>
		<pubDate>Sat, 03 Sep 2011 16:15:49 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[industry affairs]]></category>
		<category><![CDATA[pseudo-intellectual rambling]]></category>
		<category><![CDATA[creativity]]></category>
		<category><![CDATA[democratisation]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[game maker]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[minecraft]]></category>
		<category><![CDATA[notch]]></category>
		<category><![CDATA[stencyl]]></category>

		<guid isPermaLink="false">http://www.owengrieve.com/?p=610</guid>
		<description><![CDATA[I don’t think there’s a lack of creativity in the games industry &#8211; in the UK, or anywhere else. Games like Rhythm Tengoku, Shadow of the Colossus, Dead Rising&#8230; oh wait, those are all Japanese&#8230; okay, let’s say games like Little Big Planet, Viva Piñata and Black &#38; White still manage to bring interesting new [...]]]></description>
			<content:encoded><![CDATA[<p>I  don’t think there’s a lack of creativity in the games industry &#8211; in the  UK, or anywhere else. Games like <em>Rhythm Tengoku</em>, <em>Shadow of the Colossus</em>, <em>Dead Rising</em>&#8230; oh wait, those are all Japanese&#8230; okay, let’s  say games like <em>Little Big Planet</em>, <em>Viva Piñata</em> and <em>Black &amp; White</em> still manage to  bring interesting new experiences to the market and   capitalise on them.  Even the fact that someone can take a game as   colourful and charming as <em>Sonic the Hedgehog</em> and turn it into something as awful as <em>Shadow the Hedgehog</em> suggests a <em>kind</em> of creativity, albeit creativity in the vein of  the Marquis de Sade.</p>
<p>The    games industry is full of creative people with all kinds of weird and    wonderful ideas about how and why games should be made, but all too    rarely do these reach the finished games they produce. These aren’t    drippy art graduates with half-baked ideas like “Let’s make <em>Call of Duty</em> but with flowers instead of guns!”; these are current industry    professionals who prove every day that they have the skills required to    make games. But even without factoring in office politics (I have  heard   matching stories from different sources about one of the UK’s  top   studios, where designers routinely splice new rules and systems in  their   AAA games without telling anyone because “it’s easier to  persuade the   project leads to <em>leave</em> them in rather than <em>put</em> them  in”) the overriding  fact is that games have to make a profit,   particularly when hundreds of  people have spent the last three years   working on it, and studios simply  can’t afford to gamble on   experimental new ideas.</p>
<p>That’s   fine though! I think it’s a  crazy way to run a business &#8211; especially  if  you’re not one of the top  dogs actually profiting out of it &#8211; but in   the long run everything  will be okay. All those studios that have  closed  down in the last few  years (such as Midway Newcastle, Black  Rock, and  Bizarre Creations)  have splintered down and reformed as  smaller, more  agile companies (in  these cases Atomhawk Design, CCP  Newcastle,  Roundcube Entertainment,  ShortRound Games, Boss Alien, Lucid  Games,  Hogrocket, and others).</p>
<p>These    startups will produce smaller games at a faster rate, with less    capital exposure to put them off new innovation. In fact they have an    incentive to innovate, in the sense that it’s one area where they can    realistically hope to outperform their larger rivals &#8211; good design is    cheap! Certainly there’s the unpleasant business of the studio    collapsing to go through first, but in the long run? Things turn out    okay.</p>
<p><strong>“The Indie Scene Will Save The Day!”</strong></p>
<p><strong><img title="Mak Gam" src="http://i.imgur.com/cbSkx.png" alt="" width="360" height="360" /><br />
</strong></p>
<p>You know who has no money and huge stack of crazy game ideas? Indie developers.</p>
<p>Actually    I think that’s a dumb stereotype. Many indie games &#8211; perhaps most, if    you’re factoring in hobbyist and student projects &#8211; aren’t really all    that original in my opinion, but the purely derivative ones get  ignored   completely so they don&#8217;t usually register in people&#8217;s minds.  Similarly  the image of a penniless  indie developer is common, but of  course in  the real world indie devs can’t survive without at least some  modest  degree of success &#8211; or else  they go out and get a second job!</p>
<p>I digress.</p>
<p>The  thing that’s been on my mind since GDC &#8211; looking at the  success of indie games like <em>Minecraft</em> and <em>Super Meat Boy</em>,   both of which  have attracted a lot of praise and interest from the   mainstream industry  &#8211; is that there’s no good reason why these games   couldn’t have emerged  from inside the games industry. Sure, there are   reasons, but I think  these are mostly to do with the kind of crazy   business structure and  counterproductive cultural practices that I’ve   been ranting about in  this article.</p>
<p>To   give one simple  example, I think games companies should allow their   employees to work  on personal projects and enter game jams on the side.   If I was in  charge, I would do everything I could to encourage it! It’s   pretty  standard practice for contracts to state that anything  developed   during the period of employment is the property of the  company. I would   guess it’s to prevent employees claiming ownership of  things they’ve   made during the course of their normal duties, but  having a blanket   policy like this can be really stifling &#8211; I personally  know some   talented people who have quit jobs over the fact they  weren’t allowed  to  take part in game jams, and many others who  routinely break their   contract on the assumption that their employer  won’t find out.</p>
<p>It actually infuriates me a little to hear Peter Molyneux <a href="http://www.rockpapershotgun.com/2011/03/19/molyneux-minecraft-is-game-of-the-decade/">talk about how much he likes <em>Minecraft</em></a>!</p>
<p>If  this is the kind of game he likes, why do Lionhead continue to  exclusively develop big-budget flagship games like <em>Fable</em>? There’s even a  precedent in Lionhead’s case: after some employees got together and  made <em>Ragdoll Kung-Fu</em>, they left the company to form Media Molecule and  create the rather popular <em>Little Big Planet</em> series. And if you think  there’s some kind of lesson in there about   Media Molecule slipping  through Microsoft’s grip, you should bear in   mind that it happened in  the months before the Microsoft acquisition &#8211;   if the same thing happened  again, Microsoft would be in a great   position to sign the new studio up  before anyone else knew what they   were working on.</p>
<p>Then  again, a few months after Molyneux starting showering <em>Minecraft</em> with  public praise, Microsoft came out and announced that they would   be  publishing an exclusive console port for the Xbox 360. Honest praise   for  a game he liked, or buttering up a future business partner in his   role  as Creative Director of MGS Europe? If I wasn’t such a hugely  bias  fan I  might not give him the benefit of the doubt.</p>
<p><strong>Minecraft</strong></p>
<p><strong><a href="http://www.owengrieve.com/wp-content/uploads/2011/08/notch1.png"><img title="notch" src="http://www.owengrieve.com/wp-content/uploads/2011/08/notch1.png" alt="" width="447" height="377" /></a></strong></p>
<p><em>Notch</em><strong><br />
</strong></p>
<p>That  said, I think using <em>Minecraft</em> as an example of anything is a bit  spurious &#8211; I like the game, sure,   but it seems to have very much  benefited from being in the right place   at the right time, its  popularity driven forward by underground   internet powerhouses like the  Something Awful forums as they screwed   around with its emergent  mechanics and had fun sharing the results.   (There are lessons here in  the value of putting toys in your games, and   the marketing power of  social networks, but this isn’t the time to   discuss that either) It’s  not even all that innovative really, being   heavily inspired by the  relatively-unknown <em>Infiniminer</em> and a game called <em>Dungeon Keeper</em> developed by a certain Peter Molyneux.</p>
<p><em>Minecraft</em>’s    incredible success really seems to have sent shockwaves through the    games industry. One guy working in his spare time can turn out a simple    Java-based PC game that sells millions of copies without any  marketing   budget! It’s a solid punch in the gut for conventional  industry  business  models &#8211; there must be a lot of third- and  fourth-string  studio bosses  out there wondering why they bother with  development kits  and employees  when they could have been making  millions like this. If  you ask me,  they’re right to! If the lesson  here is to create personal  games with a tight design instead of just  making a <em>Grand Theft Auto</em> clone and trying  to capture sales between rival releases, then I hope they all learn from it.</p>
<p>Is it worth mentioning that Notch also <a href="http://www.ludumdare.com/compo/author/notch/">regularly takes part in game jams</a>? Jus&#8217; sayin’.</p>
<p>Adding    to the madness is the recent news that the company Notch founded &#8211;    Mojang Specification &#8211; have rejected a lucrative contract with EA and    are instead <a href="http://www.rockpapershotgun.com/2011/08/18/mojang-to-publish-third-party-game-cobalt/">getting into the publishing business</a>!    I have a lot of faith in their design sensibilities, but the idea of    them cherry-picking indie games to put on the world stage sounds  equally   heroic and insane. I suppose my hope is that they’ll make a  lot of   money from that as well, and perhaps then the industry will pay  closer   attention to indie developments and maybe even use their  initiative to   recruit promising indie talent? I can think of a couple  of companies   that do this already, but I guess most companies just  aren’t interested   in emulating wacky little artgame startups like  Valve or Blizzard.</p>
<p><strong>You’re Doing It Wrong</strong></p>
<p>I    should add that there are evidently some mainstream companies keeping    an eye on the indie scene for promising new IP! Unfortunately, more    often than not they are looking for good ideas to rip off wholesale, as    in the case of <a href="http://www.gamasutra.com/blogs/EvanJones/20110815/8195/Radical_Plagiarism_The_Ethical_Lessons_of_the_Gamenauts_Controversy.php">Gamenauts’ <em>Extreme Fishing</em> vs. Vlambeer’s <em>Radical Fishing</em></a>.</p>
<p>Of    course I think it’s really crass and horrible for Gamenauts to clone    Vlambeer’s game like that, but again I pretty much expect that kind of    behaviour from faceless, profit-driven corporate entities. Besides,  one   of the lessons drilled into us during the ‘business’ side of my  games   degree was that <a href="http://northwaygames.com/?p=459">you can’t copyright gameplay</a> &#8211; Rockstar can do no more to prevent copycat studios from making their  own <em>Grand Theft Auto</em> knock-offs than Vlambeer can prevent Gamenauts from  making their own version of <em>Radical Fishing</em>.</p>
<p>To   be  honest, I like it like that. If games companies could copyright    concepts such as ‘power ups’ or ‘experience points’ then I think it    would be hugely damaging for game design &#8211; these things are like   components of grammar in the language of game mechanics, and I think   designers need to be able to experiment with them  without stressing   about lawsuits.</p>
<p>But  really, isn’t there a business case for  studios like Gamenauts to just   hire designers like Vlambeer and get  the same design ideas direct from  the  source? <a href="http://www.indiegamechallenge.com/home/">Despite what some people seem to think</a>,   a lot of indie designers might not want to work for a big studio.   That&#8217;s okay too, but to me it  seems like good sense all round for   studios to at least make some kind of offer &#8211; the studio&#8217;s resources   would improve the game&#8217;s polish and marketing power, while directly   involving the designer(s) would at best enable some exciting new ideas   they couldn&#8217;t explore on their own, and at worst prevent the game from   becoming <a href="http://www.youtube.com/watch?v=wAXHUy1H9II">a soulless, empty experience</a>.</p>
<p>I   don&#8217;t buy into the cult-like belief that indie games are the future,  but  from somewhere between all these trends &#8211; larger studios breaking  down  into smaller teams, project budgets falling, indie developers  enjoying  more success &#8211; I am confident that a bright future will  emerge. As the  divisions between the traditional indie development and  mainstream  studios break down, I think the combination of indie spirit  and  mainstream resources will lead to a golden age of awesome non-AAA  games.  You might say this is what&#8217;s happening already, in the mobile  and  social markets; it&#8217;s even creeping into the mainstream industry, if  you  look at the way Double Fine transitioned from <em>Brutal Legend</em> into <em>Stacking</em>, <em>Costume Quest</em>, <em>Trenched</em> and whatever other funky downloadable games they have up their sleeves.</p>
<p><strong>My Favourite Part</strong></p>
<p>The    whole issue of graduates not having the required technical skills to    work in the industry sounds like a real problem. Here’s the thing: I    disagree.</p>
<p>Twenty   years ago (!) SNES games were programmed in  Assembly. Ten years ago,   PS2 games were programmed in C++. Today, most  Xbox 360 games have their   gameplay defined in scripting languages,  while whole mobile phone apps   can be developed using the drag-and-drop  interface of <a href="http://appinventor.googlelabs.com/about/">App Inventor</a>.    While hardware has become more complex, the trend in game development    has been to move to higher-level programming languages &#8211; formats that    read more like human speech, that are easier to work with and require   less hardcore technical skills.</p>
<p>Okay,   okay&#8230; obviously  that’s not entirely true. Studios still need some   serious programmers  to create a bridge between these high-level   scripting languages and  the deep functions of the hardware, and   obviously you can’t click  together a quest using a drag-and-drop   interface unless you have  someone around who can program the   drag-and-drop software. But in  terms of setting rules and defining   gameplay, we are always developing  bigger and better tools to abstract   the technology out and make  things easier. If you doubt this at all,  you&#8217;ve obviously never used  Bioware&#8217;s <a href="http://www.youtube.com/watch?v=kLgDtizNdKI"><em>Neverwinter Nights</em> toolset</a>&#8230; developed 10 years ago! Better yet, just ask Team Meat:</p>
<blockquote><p>“There weren&#8217;t many tools used with <em>Super Meat Boy</em>.    The in-game level editor was invaluable because it provided Edmund  the   ability to make levels with a &#8220;what you see is what you get&#8221;  mindset.”  &#8211;  <a href="http://www.gamasutra.com/view/feature/6348/postmortem_team_meats_super_meat_.php">Tommy Refenes</a></p></blockquote>
<p><strong>Democratisation</strong></p>
<p><strong><img title="MAK GAM" src="http://picklebums.com/wp-content/uploads/2009/08/Izzy-drawing.jpg" alt="" width="450" height="303" /><br />
</strong></p>
<p>There is a lineage of easy-to-use game creation software stretching back to when I was a child. I personally have experience of <a href="http://www.glorioustrainwrecks.com/node/72">Klik ‘N Play</a>, <a href="http://www.clickteam.com/eng/mmf2.php">Multimedia Fusion</a>, <a href="http://www.yoyogames.com/">Game Maker</a>, <a href="http://fuse.microsoft.com/page/kodu.aspx">Kodu Game Lab</a>, <a href="http://appinventor.googlelabs.com/about/">App Inventor</a> and &#8211; as of last weekend &#8211; <a href="http://www.stencyl.com/">Stencyl</a>,  and there are <a href="http://www.pixelprospector.com/the-big-list-of-game-making-tools/">many more alternatives</a> out there. What’s really great is  that many of these tools are cheap, if not completely free!</p>
<p>This    is really one of the best and most exciting things happening in games    right now! It’s true that a lot of the games being made with these  tools   are crappy clones, but the important thing is that people are  able to <em>make their own</em> crappy clones now. These tools  democratise game  development, opening  it up to people who don’t have  serious technical  skills, allowing them  to easily experiment with  different game rules and  learning how they  affect the play experience.  And even if <a href="http://home.sevenstories.com/index.php/news/anna-anthropy-author-of-rise-of-the-videogame-zinesters-writes-on-the-hobby-of-gamemaking/">a particular program goes a bit off the rails</a>, there are an increasing number of alternatives coming up to fill the gap.</p>
<p>This    is excellent news for game education because it allows untrained  people   to get to grips with real game design problems &#8211; not ‘how many  guns can   we fit on the disc?’ but issues like pacing, balance and  difficulty. I   really think that giving people access to creative tools  leads to a  huge  boost in their understanding how to use them! Just as  technology  like mobile phone cameras, Flickr and YouTube are <a href="http://www.thewrap.com/media/article/youtube-changing-way-we-see-each-other-and-ourselves-3356">changing our relationship with pictures and video</a>,   I really think it&#8217;s only a matter of time before tools like Stencyl  and  Kongregate change our perception of video games &#8211; not as commercial   products promoting adolescent male fantasies, but as systems of   interaction that express our experiences of the world.</p>
<p style="text-align: center;">BREAKDOWN! <a href="../?p=563">1</a> &#8211; <a href="../?p=609">2</a> &#8211; <a href="../?p=610">3</a><strong><br />
</strong></p>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>BREAKDOWN! Part 2: Livingstone-Hope and Games Education</title>
		<link>http://www.owengrieve.com/2011/09/03/breakdown-part-2-livingstone-hope-and-games-education/</link>
		<comments>http://www.owengrieve.com/2011/09/03/breakdown-part-2-livingstone-hope-and-games-education/#comments</comments>
		<pubDate>Sat, 03 Sep 2011 16:15:15 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[industry affairs]]></category>
		<category><![CDATA[pseudo-intellectual rambling]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[game studies]]></category>
		<category><![CDATA[games workshop]]></category>
		<category><![CDATA[ian livingston]]></category>
		<category><![CDATA[livingstone-hope]]></category>
		<category><![CDATA[livingstone-hope review]]></category>
		<category><![CDATA[necromunda]]></category>
		<category><![CDATA[shadow the hedgehog]]></category>
		<category><![CDATA[sonic the hedgehog]]></category>
		<category><![CDATA[steve jackson]]></category>
		<category><![CDATA[warhammer]]></category>

		<guid isPermaLink="false">http://www.owengrieve.com/?p=609</guid>
		<description><![CDATA[Heroes Steve Jackson and Ian Livingstone Recently I was treated to a livetweeted report from the Edinburgh Interactive Festival by the fragrant Cara Ellison. Among the sessions was one by Ian Livingstone, who as far as I could tell was rehashing the conclusions of the Livingstone-Hope review. In a nutshell, the report claims firstly that [...]]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://www.owengrieve.com/wp-content/uploads/2011/08/jackson-livingstone.jpg"><img title="jackson-livingstone" src="http://www.owengrieve.com/wp-content/uploads/2011/08/jackson-livingstone.jpg" alt="" width="459" height="595" /></a></strong></p>
<p><em>Heroes Steve Jackson and Ian Livingstone<br />
</em><strong> </strong></p>
<p>Recently I was treated to a livetweeted report from the <a href="http://welcomebluevalkyrie.blogspot.com/2011/08/edinburgh-interactive-2011.html">Edinburgh Interactive Festival</a> by the fragrant <a href="http://welcomebluevalkyrie.blogspot.com/">Cara Ellison</a>.  Among the sessions was one by Ian Livingstone, who as far as I could  tell was rehashing the conclusions of the <a href="http://www.nesta.org.uk/assets/events/livingstone-hope_skills_review_of_video_games_and_visual_effects">Livingstone-Hope review</a>.  In a  nutshell, the report claims firstly that the UK games industry is  facing  a skills shortage, so the government need to do more to  encourage kids  to study subjects like computer science and maths, and  secondly that  there are a lot of degrees in game-related subjects that  don’t teach the  skills that the industry requires.</p>
<p>The   issue I have with the Livingstone-Hope report is that it leans too   heavily on the idea that universities should train people for their   future careers. In some industries/subjects this sounds obvious &#8211; I   wouldn’t feel very comfortable being operated on by a self-taught   surgeon &#8211; but in the case of games I think there are a few reasons why   it shouldn’t be so focused.</p>
<p>For   one thing, according to the report’s figures (page 49), the UK produces   around 1,500 ‘games graduates’ every year, while the UK games industry   only hires a couple of hundred new graduates across <em>all</em> degree  subjects. This means the vast majority of games graduates (over 90% in  2009) do not get jobs in the industry! Even if all of their  courses  suddenly started teaching industry-appropriate skills  overnight,  there’s no way the industry could cope with that kind of  surge. And if  90% of their students aren’t going to get jobs in the games  industry,  don’t universities have a responsibility to teach them skills  that are  more transferable? An education that can be applied not just to  games,  but to other areas of life as well. Otherwise they’re just  raising the  stakes as the students gamble tens of thousands of pounds of  borrowed  money on a three-year vocational course that’s unlikely to  lead to a  job.</p>
<p>I   think there’s also some confusion over the value and purpose of game   studies, as opposed to game development. Judging from the report, it   sounds like game studies &#8211; as in studying theory, as with film or   literary studies &#8211; are not valued highly by the industry, who would   prefer graduates to have technical skills in programming and the use of   editing tools. You might call this the difference between ‘training’  and  ‘education’. I have an education in economics, but I wasn’t trained  to  be an economist; if I’d been studying on an ‘industry-led’  accountancy  course (which is where I saw my life heading as I left high  school), I  wouldn’t have had the freedom to write about player  behaviour in virtual  economies, or the nous to transfer these abstract  theories into the  field of game design.</p>
<p>The   very fact that game studies exists as a degree subject is a mark of the   increasing cultural relevancy of games. And while game studios will   always need strong technical capabilities, surely it makes sense to   invest in a mixed basket of skills, including theory and philosophy? I   could also make the argument that design theory remains relevant to   development over a much longer period of time than training with a   particular tool, but considering most graduate jobs in the games   industry only seem to last about 12 months, that’s probably not going to   interest anyone.</p>
<p>I   think the problem is that the review’s findings are based on the   requirements of the industry as it currently operates &#8211; the kind of   graduate hires required to enable a culture of low pay, temporary   contracts, crunch time, and frequent burn-out. Their requirements are   biased towards maintaining this business model, rather than improving  it.  The most immediate example is that graduates need industry-grade   practical skills because studios want to minimise training costs &#8211; if   you think this is unavoidable, consider how many graduate schemes in   other sectors ask for a 2:1 degree in any subject and do all their   training on the job. Even if industry recruiters restricted their search   to relevant degrees, I don’t think training should be considered   unreasonable.</p>
<p>I’d   like to add that I don’t disagree with everything in the report!   Certainly I’d like to see a more advanced level of Computer Science   taught in school &#8211; as I’ve said in some of my older posts, I first   became interested in programming when I was 13, but had no formal   learning opportunities until the very last year of high school. Also,   although I’ve been through an excellent postgrad course in design   theory, I bypassed the kind of undergrad courses examined by the report,   so it’s quite possible that a lot of them are just plain inadequate &#8211;   as ever, my internet soapbox opinions should be taken with a pinch of   salt. The undergrad courses I am familiar with include those my friends   studied at Abertay and Teesside, both of which are widely accepted as   excellent places to study game design and development; I might add that   half of these friends have burned-out and quit the games industry  within  their first 3-4 years.</p>
<p><strong>An Alternative View</strong></p>
<p><iframe src="http://www.youtube.com/embed/phd9sDohxB4" allowfullscreen="" frameborder="0" height="345" width="420"></iframe></p>
<p><em>Flashback (Amiga version)</em></p>
<p>If   the industry wants more children to study computer science, digital   art, and other game development skills, I think they could start by   making games that inspire them to do so. I’m reluctant to draw up a big   argument based on my memories of playing games 20 years ago, but when I   was young I played games like <em>Populous</em> and <em>Flashback</em>, and judging from  the current sales charts it looks like kids today are playing games like <em>Just Dance</em> and <em>Lego Harry Potter</em>. I’m sure <em>Just Dance</em> is a lot of fun,  but I don’t believe for a second that it will open anyone’s eyes to the  magical potential of games the way <em>Flashback</em> can; at best, it might  open the players’ eyes to the magical possibilities of dance.</p>
<p>Speaking   from my own experience, the reason I became interested in making games   was because I loved exploring these strange new worlds, and I wanted  to  experiment with making my own. I used to play a lot of Games  Workshop  games when I was young (a company founded by Messrs Jackson  and Livingstone, pictured above), and they taught me a lot &#8211; to this day  I credit <em>Warhammer</em> as the main reason why I have such a good  grasp of probability  and optimisation, as well as teaching me a lot  about strategy and  player psychology. The thing you need to understand  here is that <em>Warhammer</em>, and particularly <em>Warhammer 40,000</em>, has a pretty dull setting!  But Games Workshop have also produced a whole load of weird spin-off  games &#8211; <em><a href="http://www.games-workshop.com/gws/content/article.jsp?catId=cat480004a&amp;categoryId=1100006&amp;section=&amp;aId=4800003">Blood Bowl</a></em>, <em><a href="http://www.games-workshop.com/gws/content/article.jsp?categoryId=1100011&amp;aId=5300010">Necromunda</a></em>, and <a href="http://1.bp.blogspot.com/_d7eeMVnGuE0/TMviPhPYE7I/AAAAAAAAAO0/ZuT_rLj6QJI/s1600/IMG_0062.JPG"><em>Space Hulk</em></a> to name a few &#8211; that looked at these generic fantasy and sci-fi worlds from spellbinding new perspectives.</p>
<p><strong>Unplanned Games Workshop Digression</strong></p>
<p><strong><img title="Necromunda" src="http://www.owengrieve.com/caps/2011-08-25_0038.png" alt="" width="434" height="323" /><br />
</strong></p>
<p>The  microcosmic detail of a game like <em>Necromunda</em> carries a great deal of  weight when players understand its position within the <em>Warhammer 40,000</em> universe. The whole game takes place in the dystopian slums of Hive  City, in which gangs of impoverished thugs battle for control of  toxic  waste dumps and jury-rigged power generators. Hive City is  situated at  the base of <a href="http://www.purplejam.co.uk/stuffs/necromunda.jpg">the towering arcology of Hive Primus</a>,  and serves as a  proxy battleground for the political conflicts of its  affluent, elite  society &#8211; most gangs are patronised by one of the  hive’s six ‘noble houses’, who confer particular tolls and boons on  their chosen bands of  goons. But Hive Primus is just one of many such  arcologies on the planet  called Necromunda, and Necromunda is just <a href="http://warhammer40k.wikia.com/wiki/Necromunda_%28Planet%29">one remote planet</a> within the  galaxy of war and strife portrayed in <em>Warhammer 40,000</em>.</p>
<p>For  anyone who has played <em>Warhammer 40,000</em>,  especially if they’ve taken  part in the big narrative campaigns that  Games Workshop often run over  the summer holidays, a gang fight between  two dozen juveniles in the  Underhive sounds totally insignificant!  When you’re used to thinking on a  scale of planetary invasions, of  feuding ancient gods that can destroy  whole civilisations in the blink  of an eye, of the rich cultures and  histories of all those alien races,  it can be hard to see why anyone  would care about which gang controls  an old slag heap in a forgotten  slum somewhere. I think that’s the  beauty of <em>Necromunda</em>’s setting &#8211; it  puts a fine grain on the <em>Warhammer 40,000</em> universe by giving players an  insight into the day to day lives of  ‘normal’ people, away from the  military campaigns of hulking space  marines. But it also ignites  players’ imaginations with the lofty  notion that your gang might one day  hustle their way out of Hive City,  up through the Spire, and <a href="http://files.sigil.biz/data/xxxcj_18_the_over_4000_retirement_plan.pdf">into the stars beyond</a> &#8211; not just a vague endgame concept,  but a sprawling, living universe that hobbyists are familiar with.</p>
<p><strong>An Alternative View, Continued</strong></p>
<p><strong><img title="Shadow the Dream-killer" src="http://www.owengrieve.com/caps/2011-08-25_0746.png" alt="" width="517" height="311" /><br />
</strong></p>
<p>In  my  opinion, few modern, mainstream video games possess that kind of   magic. Instead, we’ve become channelled by market research towards a   handful of specific genres &#8211; gritty shoot-em-ups, annually-iterated   sports franchises, needlessly long fantasy RPGs, and free-roaming action   games where you cruise around a city beating up inconsequential mooks.   Childhood favourites like <em>Sonic the Hedgehog</em> have somehow evolved into  games like <em>Shadow the Hedgehog</em>,  in which Sonic’s brooding, angsty,  morally-ambiguous clone runs around  a city while shooting things with  guns. What the hell, guys?!</p>
<p>It’s   sad when studios appear to design new games by rehashing the popular   innovations of industry leaders like Valve, Rockstar and Blizzard, but   what really infuriates me is the way the industry’s marketing wing, by   way of the specialist press, promote this uninspired tat as the cutting   edge of game design. All those professional interviews and <a href="http://brutalgamer.com/2011/02/22/nintendo-3ds-launch-lineup-for-the-us-officially-announced/">copy-pasted  press release news stories</a>, that focus on trivia about  <a href="http://content.usatoday.com/communities/gamehunters/post/2009/10/gearbox-on-how-many-weapons-reside-in-borderlands/1">the number of guns</a> or <a href="http://spawnkill.com/2010/09/21/diablo-3-level-cap-announced/">levels</a> in the game, help to push this agenda &#8211;  they teach readers that these  are the questions that matter, that these  are the terms by which game  design should be judged. Here is an entirely  unstaged example of what  happens when a games journalist asks their fans for interview questions  ahead of a trade show:</p>
<p><img title="Gamers Asking About Games" src="http://www.owengrieve.com/caps/2011-08-25_0645.png" alt="" width="361" height="563" /></p>
<p>If   the games industry is suffering from a creative drought, could this not   be part of the problem? Not only because it encourage young gamers to   think about game design with boneheaded simplicity, but because it   signals to kids with natural creative flair that videogames can only be   about a restricted list of subjects like guns, cars and kidnapped   princesses &#8211; lacking the scope for self-expression found in film,   literature, art or music. When the industry puts shallow design on a   pedestal it sends out the message that games are shallow by nature!</p>
<p>And   why does this happen? I would say it’s because production and marketing   costs have grown to the point where publishers (and hence also   developers) cannot afford ‘risk’. If you are in charge of a project that   will cost tens of millions of dollars and three years to produce, you   can’t afford to gamble on whether the audience will appreciate wild new   gameplay ideas. Given the choice between developing an experimental  new  feature or duplicating an idea from last year’s Christmas  best-seller,  it makes sense to copy that which has proven successful&#8230;  doesn’t it?</p>
<p><strong>Not Such An Alternative View</strong></p>
<p>Here is a good little quote from the Livingstone-Hope review that I will provide out of context:</p>
<blockquote><p>“70  per cent of course assessors report a poor or  unrealistic understanding  [among students] of what working in the video  games or visual effects  industries actually involves.” &#8211;  Livingstone-Hope Review, page 30</p></blockquote>
<p>From   both my time job-hunting and trying to arrange things for DarkZero, I   have a lot of experience when it comes to being ignored by industry   representatives. I sympathise with the students who think working in the   industry is a lot like working on personal projects at home, but I can   also see the wisdom in games companies keeping secrets &#8211; I work for a   tech company and we certainly don’t go around talking about our   methodology, or projects that are still in development.</p>
<p>But   obviously the only people who can talk about the workings of the   industry with certainty are people inside the industry &#8211; something to   bear in mind while you read this article! If the industry need students   to have a better understanding of what these careers involve, they have   no other option but to take responsibility for that themselves. I   thought this might be another wry observation that the report overlooks,   but it turns they’ve already got it covered:</p>
<blockquote><p>“The  industries need to be more strategic in the way  they engage with  schools, providing better resources for teachers and  career advisers,  giving young people exposure to industry role models  and developing a  new national schools competition.” &#8211; Livingstone-Hope  Review, page 6</p></blockquote>
<p>Good mans.</p>
<p>The   only thing I would add to that is that is that they shouldn’t only   focus on schools and students, but also just be more open about the   practicalities of making games in the wider media. Let it soak into   public awareness! Not just to inspire kids, but to show to their parents   that making games is challenging, responsible and rewarding &#8211; a good,   honest career for their children to pursue.</p>
<p>If   game developers want the general public to have a better understanding   of how games are made, they should really start packaging special   features like ‘behind the scenes’ features, commentary and development   blogs in with their games as standard &#8211; not tucked away on a forgettable   bonus disk as part of an overpriced limited edition release. In case   any games industry execs reading this think that’s a dangerously novel   proposal, don’t worry: DVDs have been proving that stuff is popular for   over a decade now.</p>
<p style="text-align: center;">BREAKDOWN! <a href="../?p=563">1</a> &#8211; <a href="../?p=609">2</a> &#8211; <a href="../?p=610">3</a><strong><br />
</strong></p>
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		<title>BREAKDOWN! Part 1: Games Journalism and the Media-Industrial Complex</title>
		<link>http://www.owengrieve.com/2011/08/25/piracy-etc/</link>
		<comments>http://www.owengrieve.com/2011/08/25/piracy-etc/#comments</comments>
		<pubDate>Thu, 25 Aug 2011 09:43:21 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[games journlolism]]></category>
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		<guid isPermaLink="false">http://www.owengrieve.com/?p=563</guid>
		<description><![CDATA[Note: The following three articles were originally collected up as a single massive rant sparked off by various events over the summer, but I wasn&#8217;t really happy with the way they transitioned between topics so I&#8217;ve split them up into three separate, more focused articles. They cover a family of related issues though, and if [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><em>Note: The following three articles were originally collected up as a single massive rant sparked off by various events over the summer, but I wasn&#8217;t really happy with the way they transitioned between topics so I&#8217;ve split them up into three separate, more focused articles. They cover a family of related issues though, and if you&#8217;re interested in one then you should probably read the other two!</em></p>
<p style="text-align: justify;">Last  month I co-hosted <a href="http://darkzero.co.uk/game-podcasts/podcast-76-meet-team-meat/">an interview with Edmund McMillen and Tommy Refenes  for the DarkZero podcast</a> &#8211; the first time we’ve had any serious guest  presence on the show since <a href="http://darkzero.co.uk/game-podcasts/podcast-40-the-pachter-factor/">Michael Pachter’s surprise appearance</a>, long  before I joined the team.</p>
<p style="text-align: justify;">The interview came about after another one of  our rambling off-air conversations about the direction of the show, and  where we stand within the crowded landscape of games podcasts. I find a lot of podcasts &#8211; including most professional shows &#8211; come  across as groups of young gamers discussing their experiences of games  from a strictly consumer perspective. They might mention theory and  design concepts they’ve read about in a magazine somewhere, but they  don’t often seem to really understand what these things mean. That’s okay too;  it doesn’t make their experiences any less valid, and it’s the kind of  conversation that most listeners can relate to (this is my excuse as to  why they are all more popular than us). But personally I’d like to get  more in-depth, talk about game design and why developers make particular  decisions. Perhaps this is just self-interest on my part, but I think  of it as ‘product differentiation’ &#8211; creating a show that doesn’t  compete on the same terms as other podcasts.</p>
<p style="text-align: justify;">We  brainstormed ideas about how to run the interview, and we developed a  general framework that would separate it from the cookie-cutter  puff-pieces you read in mainstream news outlets. One of the key  principles is that, whenever possible, we avoid talking about recent or  current projects. To my mind, this is the primary function of mainstream  interview coverage &#8211; the developer makes a game, the publisher’s PR  department arranges a round of interviews, and the press talk to them  about it. Everything is focused on the product: will there be new  characters, how long will the story mode last, how many multiplayer maps  will be ready at launch, that kind of thing. I guess that’s the kind of  thing that the average player is interested in, but I find it pretty  dull! Anyone could find all that information out from reading press  releases, or playing the game for five minutes. If the creative minds  behind a new game are going to take the time to talk about their work, I  would expect them to have more interesting things to say than how many  guns are in the game.</p>
<p style="text-align: justify;">I  first got in touch with Edmund back in February, while preparing for GDC. I had hoped he  would agree to be part of a series of game design interviews/restaurant  reviews I had planned to write for DarkZero (another idea for putting a  fresh spin on interviews &#8211; it’s a bit ridiculous, and in hindsight I guess it might sound insulting to the guest, but I remain convinced  that the results would be fun) but for various reasons &#8211; which may  become clear if you listen to the podcast interview &#8211; it didn’t happen.  When it came to deciding who to invite onto the podcast, he and Tommy  seemed like a natural fit. We like their games, and we share many of the  same interests outside of games &#8211; it’s the kind of chemistry that made  the toilet discussion flow so well. To our great fortune, they agreed to appear on the show .</p>
<p style="text-align: justify;">I’m  satisfied with how the interview went (NB. outside my world of sky-high <a href="http://typelogic.com/intj.html">INTJ</a> expectations, this means it was pretty great). I think there are some  things we &#8211; as hosts &#8211; could have done better, but you can only really  learn these things from experience. We talked about games, we had some  fun, and we gave our listeners something they would never get from the  mainstream media. Then, against all expectation, the media took notice.</p>
<p style="text-align: justify;"><strong>Meatgate</strong></p>
<p style="text-align: justify;"><img title="Super Meat Boy appears in the news" src="http://www.owengrieve.com/caps/2011-08-25_0006.png" alt="" width="529" height="362" /></p>
<p style="text-align: justify;"><em>VG247.com</em></p>
<p style="text-align: justify;">During  a conversation about digital distribution, Ed and Tommy remarked that  they didn’t give a fuck about piracy. It seemed pretty clear to me that  they were referring to the kind of piracy that they’ve experienced &#8211; you  know, the kind of actual piracy that takes place in the real world.  Obviously some percentage of <em>Super Meat Boy</em>’s playerbase have downloaded  the game illegally, but this hasn’t really eaten into the number of  players who have paid for the game &#8211; my fellow DarkZero hosts and I have  bought it five times, just between the three of us. My understanding  (based mostly on unsubstantiated internet comments) is that they’ve sold  around half a million copies, and for a small indie studio that will  pay for a lot of pizza and Red Bull.</p>
<p style="text-align: justify;">Still,  I guess in the eyes of the mainstream press this seems like an  incredible new perspective &#8211; generally speaking, the industry line is  that piracy is a terrible crime that hurts everyone. Team Meat seem to  think that a certain level of piracy is unavoidable, and can be  advantageous in a viral advertising kind of way &#8211; people who pirate the  game and enjoy it will enthuse about it on blogs and forums, which will  encourage other people to buy the game at least. <a href="http://www.rockpapershotgun.com/2011/07/18/gasp-super-meat-boy-sells-12-copies-on-d2d/">Lots</a> <a href="http://www.gamefront.com/super-meat-boy-pirated/">of</a> <a href="http://www.vg247.com/2011/07/19/team-meat-doesnt-effing-care-about-piracy/">news</a> <a href="http://www.destructoid.com/team-meat-doesn-t-f-cking-care-about-piracy-206455.phtml">sites</a> <a href="http://www.escapistmagazine.com/news/view/111771-Team-Meat-Doesnt-F-cking-Care-About-Pirates">started</a> quoting our interview (sadly not the anecdote about working in  Blockbuster) and linking back to our little podcast. Overnight, our  listener figures jumped up by a factor of 10; admittedly, that still  wasn’t saying much.</p>
<p style="text-align: justify;">This  really hadn’t been the plan at all &#8211; otherwise we would have put the  podcast on a more stable server, to handle the sudden traffic bloom &#8211;  but in hindsight I suppose we should have been more prepared. The whole  point of the exercise was to make a show that was new and interesting,  and to succeed at this would naturally bring more listeners in, so we  should have seen it coming. I remember at one point during the editing  process we discussed whether to contact news sites and leak some of the  more controversial lines, but decided that seemed kinda shallow and  could misrepresent our guests. We didn’t realise that the other  reporters would pick the show apart and do just that anyway!</p>
<p style="text-align: justify;"><strong>And Then This Happened</strong></p>
<p style="text-align: justify;"><img title="IGN" src="http://www.owengrieve.com/caps/2011-08-25_0012.png" alt="" width="549" height="545" /></p>
<p style="text-align: justify;"><em>IGN.com</em></p>
<p style="text-align: justify;">A  week or two after the podcast went out, IGN posted <a href="http://uk.pc.ign.com/articles/118/1184546p1.html">their own interview</a> with Team Meat about piracy and the not-giving-a-fuck thereof. They  asked a series of very direct questions about the same subjects they had already discussed on our podcast, and wrote it all  up without mentioning DarkZero or any of the other sites who had covered the &#8216;story&#8217;. Later they even wrote <a href="http://uk.pc.ign.com/articles/118/1186501p1.html">a follow-up  piece</a> about how their <em>exclusive</em> interview had inspired some  pirates to buy legit copies of the game by way of apology.</p>
<p style="text-align: justify;">Some  of our journalist friends thought this was bad manners on IGN’s part.  Some of our listeners were absolutely livid, barracking their editors  over Twitter. Personally, it doesn’t bother me much! I pretty much  expect monolithic corporate entities like IGN to stomp on tiny  operations like DarkZero without a second thought &#8211; the fact that every  other news site had given us a link and a name-check had genuinely  surprised me. In the same way that public recognition on larger sites is  a great honour for us, I guess those same sites could find our ‘scoop’  embarrassing &#8211; I can appreciate that they might want to break that link  to save face, and since they took the time to do their own extended  interview on the subject then personally I consider it fair play.</p>
<p style="text-align: justify;">More  importantly &#8211; for me, at least &#8211; the whole style of their article is  exactly the kind of thing we wanted to get away from. It focuses on the  single issue that the publication wants to cover instead of giving the  guests the freedom to say what they want &#8211; which is how this whole story  came out in the first place! Maybe if IGN had a more sincere,  open-minded approach to their interviews then they wouldn’t need to take  story leads from scruffy graduates recording Skype conversations for no  money? I’m not kidding myself that anybody else would care about this  argument, but it does help me go to bed with a nice smug glow (&#8230;and no  money).</p>
<p style="text-align: justify;"><strong>The Bigger Picture</strong></p>
<p style="text-align: justify;">The  difference between professional and amateur games journalism isn’t  money; it’s access. You might also say it’s about experience and talent,  but that&#8217;s missing the point &#8211; those are personal qualities that don’t just fall into  your lap the instant you get hired. One of the reasons why we approached  Team Meat was because they’re a small indie studio &#8211; you can email  the guys and reasonably expect a normal, human response. By comparison,  every professional game developer we have approached &#8211; admittedly, not  many yet &#8211; has either ignored us completely or bounced us towards their  PR representatives, who have ignored us in their stead.</p>
<p style="text-align: justify;">DarkZero  is a tiny fish in a HUGE pond, and the games industry does not seem  interested in talking to us. What brief negotiations we do have seem to  focus around our download figures, or our position in the iTunes podcast  chart (which is, in itself, bullshit &#8211; while walking around the show floor at GDC, half a dozen different PR companies gave me cards offering iTunes reviews and subscriptions designed to artificially boost my product&#8217;s ranking, whatever that product was). As a general rule, PR reps are only willing to allow access to the  creatives they represent if we can guarantee a large audience, otherwise it&#8217;s just not considered worth their time &#8211; and I’m  pretty sure they would baulk at the idea of talking for two hours  without promoting the latest product.</p>
<p style="text-align: justify;"><img class="alignnone" title="An Astral Dreadnought" src="http://www.owengrieve.com/caps/2011-08-25_0040.png" alt="" width="556" height="420" /></p>
<p style="text-align: justify;"><em>Astral Dreadnoughts May Look Strangely Familiar to Doom Players</em></p>
<p style="text-align: justify;">I  can’t be the only person who finds that a little sad, right? I’ve  played games my whole life, and I’ve always been interested in hearing  more from the people who make them. Speaking as a game designer, I know  that it’s often the hobbies and interests <em>outside</em> of gaming that provide  the biggest inspiration and influence on a person’s work &#8211; <em>Pikmin</em>, <em>Nintendogs</em>, <em>Wii Fit</em> and <em>Wii Music</em> all came from Miyamoto’s home life, <em>The Legend of Zelda</em> and <em>Pokémon</em> were inspired by rural childhood exploits and insect  collections, <em>Doom</em> and <em>Final Fantasy</em> ripped half of their monster designs  out of the <em>Dungeons &amp; Dragons</em> Monster Manual &#8211; and yet the only  designers who seem to be routinely asked about their personal interests are leftfield  pseuds like Will Wright and Keita Takahashi.</p>
<p style="text-align: justify;">Obviously,  well-known developers simply don’t have time to talk to every Tom,  Dick and Harry who asks for an interview. We bear this in mind when  deciding who to contact &#8211; we try to focus on people who have done  interesting work but don’t get the attention we think they deserve. But  even so, it upsets me that more established journalists don’t seem to be  asking these questions &#8211; the whole point of our interview series is  that it will help us carve out a unique position, but this position  we’re taking shouldn’t be unique at all. Why aren’t we seeing this stuff  weekly on sites like IGN or Gamespot? I think it boils down to the  relationship between publishers and the specialist press.</p>
<p style="text-align: justify;"><strong>The Media-Industrial Complex</strong></p>
<p style="text-align: justify;">Publishers  are profit-driven organisations. For argument’s sake, let’s assume that  this is ethical. Put simply, publishers fund game development in  exchange for controlling rights over the distribution, marketing and  sale of the finished product. Within their promotional role it is in  their interest to secure positive press coverage, to try and maximise  the return on their investment. It is therefore in their interest to  ‘encourage’ positive media coverage from journalists, by giving them  access to exclusive information and indulging them with promotional  gifts and trips; or by threatening to deny them these same perks, or in  some cases withdraw the advertising revenue that many specialist gaming  publications depend upon. In this manner, publishers routinely attempt  to align the interests of the press with their own. They often succeed,  to at least some degree.</p>
<p style="text-align: justify;">Usually  these arguments arise in relation to corrupt review scores, but we’ll  put that aside for today; my point is that publishers always have a new  product to sell, and it’s in their interest to keep their customers &#8211; by  way of journalists &#8211; focused on that. The reason why developer  interviews often sound like advertisements for forthcoming games is  because that is precisely the function they are intended to serve.  Talking about other games, asking a game designer about their favourite  movies, or introducing ‘negative’ questions like “What’s the worst game  you’ve played so far this year?” can pull the conversation dangerously  off-message. Despite occasional disagreements with <a href="http://www.joystiq.com/2011/08/24/gamestop-intentionally-removing-deus-ex-onlive-coupons-from-reta/">retailers</a>, <a href="http://kotaku.com/5446339/former-staffer-compares-rockstar-ny-to-the-eye-of-sauron">developers</a>, <a href="http://kotaku.com/5832380/from-dusts-pc-release-is-a-man+made-disaster">the press</a> and sometimes even their own <a href="http://www.wired.com/epicenter/2011/06/duke-nukems-pr-threatens/">PR teams</a>, publishers generally succeed in keeping the different branches of the industry running smoothly as a single machine, intent on keeping consumers focused on the next new product instead of appreciating what we have already.</p>
<p style="text-align: justify;">I  imagine some PR departments would consider our interview a bit of a  trainwreck &#8211; it’s purile and silly and doesn’t promote anything. But in  practice it turned out to be minor coup! Besides the obvious publicity,  the good will gained from the gaming community purely on the strength of  them coming out and expressing some honest opinions in a human manner  actually led to some unexpected sales! Considering how much money the  industry spends on anti-piracy tools such as DRM, it’s pretty incredible  to learn that some people will pay money for a game they’ve already  stolen if you just talk to them honestly.</p>
<p style="text-align: justify;">I  think it’s due to the human touch. Publishers are faceless corporate  entities &#8211; or worse, corporate entities with ‘faces’ like <a href="http://www.eldergame.com/2010/09/no-seriously-bobby-kotick-really-is-a-jerk/">Bobby Kotick</a> and <a href="http://www.bit-tech.net/news/gaming/2008/02/11/ea_we_blew_it_with_bullfrog_westwood_/1">John Riccitello</a>. Pirates often rationalise their behaviour by saying  these organisations are too big to care about one lost sale, and I  think when Ed and Tommy came out and explicitly stated that they <em>don&#8217;t</em> care, it kinda reminded people that they were normal human beings with  rent to pay and food to buy. Their attitude to piracy is irrelevant &#8211;  the pirates identify with them as human beings, much more than the media  conglomerates forcing the patronising “PIRACY IS THEFT” message down  their throats (NB. Piracy isn’t cool, but to call it theft is an  oversimplification).</p>
<p style="text-align: justify;">In  many respects, the way the games industry goes about its business &#8211;  cultural practices that have developed during 20 years of very rapid  market evolution &#8211; seems counterproductive. Perhaps it’s a question of  old media clashing with new? Or new media clashing with even newer media  and looking strangely out of touch. It may all make sense from a traditional  business perspective, but, as discussed in the Team Meat interview, some of these  modes of thinking just seem outdated.</p>
<p style="text-align: justify;"><strong>A Recent Example</strong></p>
<p style="text-align: justify;">A  couple of weeks ago Eurogamer reported a tip-off they’d been sent that <em>Borderlands 2</em> was in development and could be released as soon as 2012.  Gearbox CEO Randy Pitchford responded with a tweet to dismiss this as  “shoddy journalism”. The very next day an official announcement was made  that <em>Borderlands 2</em> was indeed in development, and that Game Insider  would have an exclusive first-look at the game in the next issue. <a href="http://arstechnica.com/gaming/news/2011/08/developer-calls-accurate-borderlands-2-report-shoddy-journalism.ars">Eurogamer’s “shoddy journalism” was, in fact, 100% accurate</a>.</p>
<p style="text-align: justify;">By  all accounts, the problem here was that the publisher had signed an  exclusivity deal with Game Informer, and for that to carry weight other  outlets are required to keep their mouths shut. My understanding is that  this is quite common practice &#8211; journalists don’t want to break their  NDAs and news embargoes because they could be blacklisted by publishers,  hampering their careers. But how many people can a publisher silence?  Turns out, it’s surprisingly common for smaller news outlets to  unwittingly break embargoes, simply because the information is out there  and they’re not considered important enough to be told that it’s a  secret. I am reminded of DarkZero’s stunningly accurate prediction of  the Wii U’s key features in the run-up to E3! Is it possible that other  journalists knew what was coming, but knew better than to talk about it?</p>
<p style="text-align: justify;">While  you’re thinking about that, think about this: <a href="http://insultswordfighting.blogspot.com/2009/08/game-informer-works-for-gamestop-not.html">Game Informer is owned by  Gamestop</a>, who happen to be <a href="http://gamasutra.com/php-bin/news_index.php?story=23425">one of the biggest specialist game retailers in the world</a>. The  way I see it, this makes Game Informer one of the few magazines with  real economic muscle to hold against game publishers!</p>
<p style="text-align: justify;"><strong>So what?</strong></p>
<p style="text-align: justify;">To put my complaint as simply as possible, I hate the way the games industry is always pushing new products because it forces smaller and older games out of the public eye. I&#8217;d like society at large to develop a greater understanding of games and appreciate their role as cultural artefacts, but this is difficult when the industry&#8217;s PR wing continues to promote the idea that fancy graphics, tasteless gameplay or greater stats make for a better game. That stuff has the opposite effect, promoting the idea that games are shallow diversion for idle teens.</p>
<p style="text-align: justify;">In some ways this is an area in which the industry is improving, when you consider all the remakes and downloadable emulator games that are available these days, but I think there&#8217;s still a lot of improvements to make &#8211; I&#8217;d love to see more companies follow the lead of studios like id and Rockstar, who have released some of their most famous classic games for free instead of packaging them up in an overpriced anniversary bundle. I&#8217;d also like to see a higher level of analytical discourse about games! Again, this is something that does exist, but mostly just in indie publications and unread blogs such as my own. I&#8217;d like to see more games designers come out and talk about their inspirations, and explain the nuts and bolts of how they developed their ideas to fit within the context of their game. In short, I&#8217;d like to see more honesty &#8211; but that&#8217;s pretty much true of life in general, not just within the games industry.</p>
<p style="text-align: center;">BREAKDOWN! <a href="http://www.owengrieve.com/?p=563">1</a> &#8211; <a href="http://www.owengrieve.com/?p=609">2</a> &#8211; <a href="http://www.owengrieve.com/?p=610">3</a><strong><br />
</strong></p>
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		<title>Trains In Games, Part 7: End Of The Line!</title>
		<link>http://www.owengrieve.com/2011/08/07/trains-in-games-part-7/</link>
		<comments>http://www.owengrieve.com/2011/08/07/trains-in-games-part-7/#comments</comments>
		<pubDate>Sun, 07 Aug 2011 19:46:32 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[pseudo-intellectual rambling]]></category>
		<category><![CDATA[action half-life]]></category>
		<category><![CDATA[confidential mission]]></category>
		<category><![CDATA[FF8]]></category>
		<category><![CDATA[FFVIII]]></category>
		<category><![CDATA[garou]]></category>
		<category><![CDATA[gears of war]]></category>
		<category><![CDATA[half-life]]></category>
		<category><![CDATA[half-life 2 episode one]]></category>
		<category><![CDATA[half-life 2 episode two]]></category>
		<category><![CDATA[it's my birthday]]></category>
		<category><![CDATA[mario party 8]]></category>
		<category><![CDATA[metal gear solid]]></category>
		<category><![CDATA[metal slug]]></category>
		<category><![CDATA[minecraft]]></category>
		<category><![CDATA[professor layton]]></category>
		<category><![CDATA[railroad tycoon]]></category>
		<category><![CDATA[resident evil 2]]></category>
		<category><![CDATA[revenge of shinobi]]></category>
		<category><![CDATA[sunset riders]]></category>
		<category><![CDATA[super locomotive]]></category>
		<category><![CDATA[thomas the tank engine]]></category>
		<category><![CDATA[train week]]></category>
		<category><![CDATA[trains]]></category>
		<category><![CDATA[trains in games]]></category>
		<category><![CDATA[unreal tournament]]></category>
		<category><![CDATA[virtua fighter 3]]></category>
		<category><![CDATA[wild wild train]]></category>

		<guid isPermaLink="false">http://www.owengrieve.com/?p=524</guid>
		<description><![CDATA[Hey, we made it! In this final installment of TRAIN WEEK, we will look at some games that end with a train journey. I&#8217;ve always been terrible at survival horror games, but there was a period in high school where one of my friends seemed to be play Resident Evil 2 over and over again [...]]]></description>
			<content:encoded><![CDATA[<p>Hey, we made it!</p>
<p>In this final installment of TRAIN WEEK, we will look at some games that end with a train journey.</p>
<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/snCfIGkWsOY?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/snCfIGkWsOY?version=3" type="application/x-shockwave-flash" width="500" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>I&#8217;ve  always been terrible at survival horror games, but there was a period  in high school where one of my friends seemed to be play <em>Resident Evil 2</em> over and over again for almost a year. I used to stay over at his house most weekends,  reading his copies of OPSM while he work on his rankings and unlocked more  secret items and outfits, so I feel pretty familiar with the game even  though I&#8217;ve never even played beyond the police station. At the end of  the second scenario the player activates a self-destruct system in the  secret underground lab where the zombie virus was developed, and while  waiting for the evacuation train to arrive must fend off a giant wibbly  wobbly virus-infected mutant whose body is slowly &#8216;evolving&#8217; into a  giant writhing mass of claws, teeth and tentacles.</p>
<p>I  expect you’ve worked it out already, but the train here functions as a  symbol of ‘transportation’, as with the games that start on trains we  looked at on day 2. The difference here is that the train represents a return  to normality &#8211; a form of ascension, delivering the characters from the  hellish pit they have been slowly descending into during the course of  the game. In <em>RE2</em>’s  case this is given visual emphasis by the use of the tunnel, the train  racing towards a distant point of light that represents freedom and  sanctuary from the unspeakable horror the characters have been caught up in.</p>
<p>At  the last minute, the giant mutant makes a surprise return! Now  resembling a giant, bloated face, it crawls its way up through the train  cars and threatens to devour everyone on board. The player is locked  into a carriage and forced to fight off the advancing wall of teeth and  tentacles &#8211; another example of the claustrophobia motif we looked at  yesterday. It’s similar to the escape scene at the end of <em><a href="http://youtu.be/IYiLHeV2n1A?t=5m50s">Metal Gear Solid</a></em>, in which Snake and Meryl escape from the Shadow Moses base while being pursued by an enraged boss character.</p>
<p>The difference here &#8211; the thing that makes it a quintessential ‘train’ experience &#8211; is that <em>MGS </em>puts  much greater emphasis on physical barriers. The player must stop at  checkpoints and clear a path before they can proceed; the boss attempts  to ram the player off the road by slamming his jeep into theirs. <em>RE2</em> takes a similar idea, but internalises it within the vehicle. There is  never any doubt that the train will escape the tunnel before the lab  explodes &#8211; indeed, the characters resort to stopping the  train before it leaves to ensure that the beast is caught in the blast &#8211;  but the tension surrounds whether the train will be carrying three  human survivors to safety, or releasing one horrific mutant out into the  wider world.</p>
<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/XU2ZAuukBmE?start=120&#038;version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/XU2ZAuukBmE?start=120&#038;version=3" type="application/x-shockwave-flash" width="500" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><em>Half-Life 2: Episode One</em> is the only game in the series so far not to have begun on a train of  some kind, but it makes up for it by ending with a boss battle in a  train station and the characters escaping from City 17 via rail. Again  the train represents a means of deliverance from chaos, but in this case  we spend the journey looking back instead of forward. Waves of eldritch  energies engulf the city, and the player is encouraged to observe their  destruction &#8211; note that the layout of the caboose means the player only  has a 180 degree field of vision, and the terrain running alongside the  tracks funnels the player’s interest towards the interdimensional  fireworks show.</p>
<p>The  effect is subtle. The player does not feel the same sense of racing  towards hope, but a sense of relief as they have already escaped. It is  at this point that a Combine Advisor flies past in an escape pod,  foreshadowing the events of <em>Half-Life 2: Episode Two</em> &#8211; informing the player that this war is not yet over! Of course this  scene isn’t viewed looking out sideways through a train window, because &#8211;  bearing in mind day 4’s discussion on the linear nature of rail travel &#8211;  the most powerful viewpoints on the train are directly to the front and  the rear, moving either toward or away from another subject.</p>
<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/wmgEN5Crr2c?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/wmgEN5Crr2c?version=3" type="application/x-shockwave-flash" width="500" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Finally we complete the circuit and end where we began. <em>Half-Life</em> takes the idea of symbolic transportation and makes it flesh &#8211; a  literal metaphorical journey. The G-Man who made so many fleeting  appearances during the prologue now addresses you directly, raising  twice as many questions as he answers.</p>
<p>Flying  through space in a recreation of the Black Mesa tram, Gordon is  presented with one final decision &#8211; whether to work for this mysterious  man, or return to the alien world of Xen and die fighting an endless  battle. It captures the idea of the metaphorical journey perfectly! The  player indicates their choice by either stepping off the train &#8211; a  symbolic act of completing the journey, returning to normality,  concluding the story &#8211; or remaining on the train and refusing to accept  the G-Man’s offer &#8211; trapping Gordon in narrative limbo, never to return  home, doomed to a pointless death, lost on an alien world.</p>
<p>Trains serve as both entry and exit points for these strange other worlds; they guide you through the unknown with the conviction of a steel rail; they are mobile panic rooms, secure but isolated from the outside world; they are an apex of public engineering; they are speed; they are distance; they are certainty. Trains serve many purposes within games, and I hope these articles have helped to stimulate your own thoughts on their use.</p>
<p>The  games cited during TRAIN WEEK are far from an exhaustive selection.  I’ve concentrated on games that I’m intimately familiar with &#8211; with the  exception of The Last Express, I think I’ve completed every game used as  an example over the course of the week (or watched friends do it, in the case of <em>Resident Evil 2</em>!) &#8211; and obviously stringing them  together in nice thematic groups to establish a narrative flow may have introduced some argumental bias. I don&#8217;t think it&#8217;s possible to write a truly complete analysis of anything, but I think I&#8217;ve covered everything I had on my mind at the start of the week!</p>
<p>For a more technical perspective on Trains In Games, you could do far worse than checking out the heroic <a href="http://trainsingames.com/">trainsingames.com</a>.</p>
<p>For more examples of Trains In Games, see also <em><a href="http://www.youtube.com/watch?v=DYzB4npmmy8">Final Fantasy VIII</a></em>,<em><a href="http://www.youtube.com/watch?v=nAvVgNi6iz8"> Unreal Tournament</a></em>,<em><a href="http://www.youtube.com/watch?v=GsZsWlASu1o"> Metal Slug 2</a></em>, <em><a href="http://ahlmd.telefragged.com/old/reviews.php?realname=Plextrains&amp;mapname=ahl_plextrains&amp;author=Plexor%0A"> Action Half-Life</a></em>,<em><a href="http://www.youtube.com/watch?v=zSmkddULWNo"> Garou: Mark of the Wolves</a></em>,<em><a href="http://www.youtube.com/watch?v=WiMvWHfN8ks"> Minecraft</a></em>,<em><a href="http://www.reghardware.com/2007/07/17/nintendo_mario_party_8/"> Mario Party 8</a></em>,<em><a href="http://www.youtube.com/watch?v=T87GexE6tyg"> Virtua Fighter 3</a></em>,<em><a href="http://www.youtube.com/watch?v=54UNy3KzaKE"> Thomas the Tank Engine &amp; Friends</a></em>,<em><a href="http://www.youtube.com/watch?v=xD_dAhcOPeo"> Railroad Tycoon</a></em>,<em><a href="http://www.youtube.com/watch?v=ftUQGNb1Hoo"> Sunset Riders</a></em>,<em><a href="http://www.youtube.com/watch?v=3sZtZs0ggEk"> Gears of War</a></em>,<em><a href="http://www.youtube.com/watch?v=BOty08OXTJ8"> Confidential Mission</a></em>,<em><a href="http://www.youtube.com/watch?v=I64VHP29KXQ"> Professor Layton</a></em>,<em><a href="http://www.youtube.com/watch?v=Gmur1Nug-Yc"> Wild Wild Train</a></em>,<em><a href="http://youtu.be/vysnekmTGjg?t=1m47s"> Revenge of Shinobi</a></em>, and<em><a href="http://www.youtube.com/watch?v=J6ee5KzI9NA"> Super Locomotive</a></em> to name but a few!</p>
<p>TRAIN WEEK is over. I hope you enjoyed reading it as much as I enjoyed writing it.</p>
<p>&nbsp;</p>
<p style="text-align: center;">TRAIN WEEK<br />
<a href="../2011/08/01/trains-in-games-part-1/">1</a> &#8211; <a href="../2011/08/02/trains-in-games-part-2/">2</a> &#8211; <a href="../2011/08/03/trains-in-games-part-3/">3</a> &#8211; <a href="../2011/08/04/trains-in-games-part-4/">4</a> &#8211; <a href="../2011/08/05/trains-in-games-part-5/">5</a> &#8211; <a href="../?p=522">6</a> &#8211; <a href="../2011/08/07/trains-in-games-part-7/">7</a></p>
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		<title>Trains In Games, Part 6: Boxcars</title>
		<link>http://www.owengrieve.com/2011/08/06/trains-in-games-part-6/</link>
		<comments>http://www.owengrieve.com/2011/08/06/trains-in-games-part-6/#comments</comments>
		<pubDate>Sat, 06 Aug 2011 23:44:32 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[pseudo-intellectual rambling]]></category>
		<category><![CDATA[daphny helped with this]]></category>
		<category><![CDATA[FF8]]></category>
		<category><![CDATA[FFVIII]]></category>
		<category><![CDATA[forest owls]]></category>
		<category><![CDATA[goldeneye]]></category>
		<category><![CDATA[GTA]]></category>
		<category><![CDATA[last express]]></category>
		<category><![CDATA[paper mario]]></category>
		<category><![CDATA[train week]]></category>
		<category><![CDATA[trains]]></category>
		<category><![CDATA[trains in games]]></category>

		<guid isPermaLink="false">http://www.owengrieve.com/?p=522</guid>
		<description><![CDATA[In all likelihood, you have previously ridden on a train. You may have read a book on a train. You may have used a toilet on a train. But ask yourself this: Have you ever played a round of golf on a train? Of course not. Trains generally share a long and thin design, wholly [...]]]></description>
			<content:encoded><![CDATA[<p>In all likelihood, you have previously ridden on a train. You may have read a book on a train. You may have used a toilet on a train. But ask yourself this: Have you ever played a round of golf on a train? Of course not. Trains generally share a long and thin design, wholly inappropriate for golf. One of the conditions of rail travel include that you accept the physical confinement of being locked into a string of small carriages while the train is moving, and this greatly limits your actions and movements. In this penultimate installment of TRAIN WEEK, we take a look at some games that make use this restriction to help shape gameplay.</p>
<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/yPTY6QfaVsg?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/yPTY6QfaVsg?version=3" type="application/x-shockwave-flash" width="500" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Taking some liberties with the plot of the film, <em>Goldeneye</em> features a whole level set on a train. Despite all my talk about loving trains, I really hate this level &#8211; it&#8217;s not badly made, but the small rooms and tight corners make it really frustrating! In a game where the player is encouraged to use stealth and find routes around enemies, it&#8217;s striking when a tight, linear level like this suddenly forces the player to shoot their way through enemy-filled corridors, but it&#8217;s all contextualised by the fact you&#8217;re stuck in an armour-plated train. Well, how <em>else </em>are you going to reach Janus&#8217; private carriage? It&#8217;s a neat example of the way physically restricting the player can add to the atmosphere! Under different circumstances (being attacked by tiny dudes in <a href="http://youtu.be/6TvCtkth40Y?t=3m58s">the &#8216;dream&#8217; level in <em>Oni</em></a> springs to mind&#8230;) changing established game conventions so suddenly can come across as a cheap trick, and put players off.</p>
<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/LZ7BY7rFgzI?start=61&#038;version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/LZ7BY7rFgzI?start=61&#038;version=3" type="application/x-shockwave-flash" width="500" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Chapter 6 of <em>Paper Mario 2</em> asks the player to solve a mystery during an long journey on an luxurious train. When I first came across this I assumed it would end in a similar way to <a href="http://www.youtube.com/watch?v=JTYA01glGqo"><em>Murder on the Orient Express</em></a>, but by the end I was left wondering whether I should have given the writers more credit. Or perhaps I just haven&#8217;t watched enough <a href="http://en.wikipedia.org/wiki/The_Cassandra_Crossing">films</a> <a href="http://en.wikipedia.org/wiki/The_Lady_Vanishes_%281938_film%29">set</a> <a href="http://en.wikipedia.org/wiki/Undersea_Super_Train:_Marine_Express">on</a> <a href="http://en.wikipedia.org/wiki/Under_Siege_2:_Dark_Territory">trains</a>?</p>
<p>It represents a very different mode of rail travel to our last example &#8211; the train is comfortable, the journey evokes pleasure, etc. In this game the player may not appear to be very physically restricted, but they are &#8216;trapped&#8217; on this (spacious, well-stocked, luxury) train until the mystery is solved. The claustrophobia of the train carriage is downplayed &#8211; presumably to avoid risking the frustration seen in <em>Goldeneye</em> and <em>Secret of Mana</em> &#8211; but the sensation of imprisonment is very much present.</p>
<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/MXdnv063TAg?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/MXdnv063TAg?version=3" type="application/x-shockwave-flash" width="500" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><em>The Last Express</em> is a wonderful adventure game set on the Orient Express as it thunders toward Istambul. It stands out from most other games that have been mentioned so far this week in that gameplay unfolds in real time &#8211; one of the examples where the train&#8217;s scheduling comes into play. Many other oft-overlooked aspects of the train experience can also be found; for example, it&#8217;s possible to eavesdrop on characters&#8217; conversations in close quarters, which is a subtle side-effect of being trapped in a small train carriage with other travellers.</p>
<p>Personally, my favourite thing to take away from <em>The Last Express</em> is the way that the game view changes its dimensions to reflect the room you are in &#8211; as you can see from the above video, corridors are shown in a very tall and thin format, while rooms are much broader and more balanced. It immediately clues the player into the environment, expressing different degrees of confinement within the train in a way that bumping against walls in an FPS doesn&#8217;t really capture.</p>
<p>TRAIN WEEK has rounded the final bend and is now shuddering into its final destination! Come back tomorrow, when we can all draw a line under this sordid affair.</p>
<p>&nbsp;</p>
<p style="text-align: center;">TRAIN WEEK<br />
<a href="../2011/08/01/trains-in-games-part-1/">1</a> &#8211; <a href="../2011/08/02/trains-in-games-part-2/">2</a> &#8211; <a href="../2011/08/03/trains-in-games-part-3/">3</a> &#8211; <a href="../2011/08/04/trains-in-games-part-4/">4</a> &#8211; <a href="../2011/08/05/trains-in-games-part-5/">5</a> &#8211; <a href="../?p=522">6</a> &#8211; <a href="http://www.owengrieve.com/2011/08/07/trains-in-games-part-7/">7</a></p>
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		<title>Trains In Games, Part 5: First Class</title>
		<link>http://www.owengrieve.com/2011/08/05/trains-in-games-part-5/</link>
		<comments>http://www.owengrieve.com/2011/08/05/trains-in-games-part-5/#comments</comments>
		<pubDate>Fri, 05 Aug 2011 23:01:58 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[pseudo-intellectual rambling]]></category>
		<category><![CDATA[civilization]]></category>
		<category><![CDATA[final fight]]></category>
		<category><![CDATA[secret of mana]]></category>
		<category><![CDATA[shadows over mystara]]></category>
		<category><![CDATA[sim city]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[train week]]></category>
		<category><![CDATA[trains]]></category>
		<category><![CDATA[trains in games]]></category>

		<guid isPermaLink="false">http://www.owengrieve.com/?p=505</guid>
		<description><![CDATA[Yesterday on TRAIN WEEK we looked at games that played off the restrictive nature of travelling on rails. Today we&#8217;re going to make a short detour through a siding to consider games in which trains symbolise technological development. Obviously trains aren&#8217;t the most amazingly futuristic devices in the world, but &#8211; perhaps influenced by the [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday on TRAIN WEEK we looked at games that played off the restrictive nature of travelling on rails. Today we&#8217;re going to make a short detour through a siding to consider games in which trains symbolise technological development. Obviously trains aren&#8217;t the most amazingly futuristic devices in the world, but &#8211; perhaps influenced by the current state of our technological development &#8211; trains often represent technology which is both high in standard and widely available. <em> </em></p>
<p><img class="alignnone" title="Civilization IV" src="http://www.owengrieve.com/caps/2011-08-05_1816.png" alt="" width="557" height="414" /></p>
<p>Typically one of the first technologies discovered in a game of <em>Civilization</em> is The Wheel, which unlocks the &#8216;road&#8217; tile improvement. Roads generally provide two benefits: a movement bonus for units, and a trade bonus for cities. Generally speaking, players primarily use roads to connect their cities (to make use of the movement bonus), and then fill in the spaces around cities with networks of roads that go nowhere (to maximise the trade bonus). Quite late in the game &#8211; around the late industrial period &#8211; players can research the Railroad technology, which allows them to upgrade their roads, improving the movement and trade bonuses. The process repeats &#8211; major city links are upgraded, then minor cities, then bored Worker units cover the countryside in steel rails.</p>
<p>The result is that, at the end of a long game of <em>Civilization</em>, the world map resembles an endless spaghetti junction of twisting railways. It looks ridiculous &#8211; as with many other aspects of <em>Civilization</em>&#8216;s design, railways aren&#8217;t supposed to appear realistic but instead just represent a certain tile upgrade concept. What&#8217;s notable is that rail is presented as a straight upgrade over road, and the <em>huge</em> time gap between discovering The Wheel and discovering Railroad puts it in a very privileged position in the player&#8217;s mind &#8211; perhaps even more so when you consider that this is generally the only situation in which a tile upgrade can itself be upgraded!</p>
<p><img class="alignnone" title="Sim City SNES" src="http://www.owengrieve.com/caps/2011-08-05_1830.png" alt="" width="558" height="414" /></p>
<p><em>Sim City</em> on the SNES tells a similar story. From the start of the game players have access to both road ($10 per tile) and rail ($20 per tile). Both tiles function in exactly the same way, except road tiles generate traffic and pollution, while rail tiles generate none. There is NO REASON WHATSOEVER to build road instead of rail, except to save $10 per tile, which isn&#8217;t really a worthwhile saving once you have to start paying out more to deal with the consequences of having a city clogged with traffic &#8211; in practice, players will find themselves scanning the city data maps for heavy traffic, deleting those sections of road, and replacing them with rail &#8211; at a total cost of at least $31 per tile!</p>
<p>This is one of many examples of <a href="http://www.jstor.org/pss/420191"><em>Sim City</em>&#8216;s political bias</a> &#8211; in this case, the idea that public transport (in the form of a light rail service) is a desirable replacement for roads and private cars. Speaking as someone who used to live in Gothenberg, it doesn&#8217;t sound so crazy to me! But regardless of how you feel about the statement, it is relevant to us as another example of trains being presented by the game rules as an aspirational technology &#8211; the pinnacle towards which players (and by extension, real-world city planners) should work.</p>
<p><img class="alignnone" title="Secret of Mana" src="http://www.owengrieve.com/caps/2011-08-05_1834.png" alt="" width="558" height="484" /></p>
<p>The above scene from <em>Secret of Mana</em> is one of those moments where everything you thought you knew is turned on its head. The game is a fantasy RPG not unlike <em>Zelda</em> &#8211; there are swords, there is magic, there be dragons. Aside from a couple of lines in the prologue about an extinct civilisation there are very few hints as to what lies in wait towards the end of the game, but the player receives a strong clue deep beneath the legandary sunken continent. Now resembling a coral reef, players can only access this area through the temple of Dryad &#8211; the only building not to have been swallowed up by the sea when the island sank in ancient times. To begin with it looks more or less the same as any other temple in the world of <em>Mana</em> &#8211; the same tilesets, but with different colours and tints to reflect the patron spirit &#8211; but as the lower levels of the temple open out into an underground city, players begin to notice unusual new background graphics and objects creeping into the game. And then they <a href="http://www.youtube.com/watch?v=FvBAP2dGNYM">board a subway train</a>.</p>
<p>The change in environment comes as a real shock! It&#8217;s as if you&#8217;ve fallen out of <a href="http://www.youtube.com/watch?v=g-uuFt0SE3o"><em>Shadows Over Mystara</em></a> and landed in <a href="http://youtu.be/q_jy6wi9DqA?t=1m18s"><em>Final Fight</em></a>. The use of a subway train in this manner informs the player that the ancient civilization that built the city were technologically advanced, and had all kinds of junk which has since been lost to the world (later you will wonder whether the zombies on the subway are supposed to represent dead commuters who have been riding the rails since their civilisation fell to disaster). The everyday nature of subway trains makes this location instantly recognisable despite being so unexpected, and begins the set-up for some of the big twists going into the final chapter of the game; obviously the train is a much more advanced technology than has been seen previously in the game, but I think what really makes this scene work is that it&#8217;s presented in such an unassuming manner. It carries a deeper implication &#8211; not just that this kind of technology existed in the past, but that it was just a normal part of everyday life.</p>
<p>The other notable feature of this subway train fight is that the players have to deal with the shape of the carriage. There are many smaller areas in the game, but few with such an awkward shape  &#8211; zombies often wander off between seats, forcing the player to join them in these enclosed spaces as demonstrated in the above screenshot. Tomorrow we will look at this aspect of the train experience in more depth &#8211; the sense of binding, the claustrophobia, and the intimacy of travelling within a small, locked box.</p>
<p>&nbsp;</p>
<p style="text-align: center;">TRAIN WEEK<br />
<a href="../2011/08/01/trains-in-games-part-1/">1</a> &#8211; <a href="../2011/08/02/trains-in-games-part-2/">2</a> &#8211; <a href="../2011/08/03/trains-in-games-part-3/">3</a> &#8211; <a href="../2011/08/04/trains-in-games-part-4/">4</a> &#8211; <a href="../2011/08/05/trains-in-games-part-5/">5</a> &#8211; <a href="../?p=522">6</a> &#8211; <a href="../2011/08/07/trains-in-games-part-7/">7</a></p>
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		<title>Trains In Games, Part 4: Riding The Rail</title>
		<link>http://www.owengrieve.com/2011/08/04/trains-in-games-part-4/</link>
		<comments>http://www.owengrieve.com/2011/08/04/trains-in-games-part-4/#comments</comments>
		<pubDate>Thu, 04 Aug 2011 06:16:27 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[pseudo-intellectual rambling]]></category>
		<category><![CDATA[advance wars]]></category>
		<category><![CDATA[age of empires III]]></category>
		<category><![CDATA[famicom wars]]></category>
		<category><![CDATA[spirit tracks]]></category>
		<category><![CDATA[starcraft]]></category>
		<category><![CDATA[starcraft II]]></category>
		<category><![CDATA[train week]]></category>
		<category><![CDATA[trains]]></category>
		<category><![CDATA[zelda]]></category>

		<guid isPermaLink="false">http://www.owengrieve.com/?p=484</guid>
		<description><![CDATA[Previously on TRAIN WEEK we saw that trains often symbolise transportation between distant environments &#8211; not just geographical, but sometimes metaphorical. It&#8217;s important to remember that this transportation takes place in a very fixed manner &#8211; the player must follow certain routes through the rail network, and cannot simply transport themselves to any point in [...]]]></description>
			<content:encoded><![CDATA[<p>Previously on TRAIN WEEK we saw that trains often symbolise transportation between distant environments &#8211; not just geographical, but sometimes metaphorical. It&#8217;s important to remember that this transportation takes place in a very fixed manner &#8211; the player must follow certain routes through the rail network, and cannot simply transport themselves to any point in the game. Today we will focus on this element of the train experience: not the train itself, but the rails upon which it rides.</p>
<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/9uON-pCiT3Q?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/9uON-pCiT3Q?version=3" type="application/x-shockwave-flash" width="500" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><em>The Legend of Zelda: Spirit Tracks</em> is a lovely little DS game that supports my claim that the best <em>Zelda</em> games are the weird little &#8216;side-story&#8217; ones that fall outside the usual format. I think the inspiration for the train gameplay comes from <em>The Phantom Hourglass</em> (the previous DS <em>Zelda</em> game), which allowed the player to sail freely on the open seas (as in <em>Wind Waker</em>) but used a strange interface that forced the player to <a title="Plotting a course in Phantom Hourglass" href="http://www.youtube.com/watch?v=-NIgA0LQvAk">set their course on the map whenever they wanted to go anywhere</a>. I suppose this was a way to compensate the player for losing the fine analogue control on the DS that they had on the GameCube, and obviously the context for the change is that you&#8217;re piloting a steamship instead of a sailboat &#8211; it&#8217;s far less reactive, you don&#8217;t have to work with the changing winds. Clearly it was a short jump from setting a course in <em>Phantom Hourglass</em> to plotting a route through <em>Spirit Tracks</em>&#8216; rail network.</p>
<p>The bulk of <em>Spirit Tracks</em> is spent travelling around the kingdom and restoring the eponymous long-lost magical rails to their former glory. In game design terms, it&#8217;s a literal form of railroading the player so they can only access certain areas of the game. I think players are much more accepting of this idea that trains can only run on rails than they are of more common restrictive devices. Consider this: how many times have you stood next to a locked wooden door with a rocket launcher in your hands, only to be told you need to find a tiny key to proceed?</p>
<p>Unlike <em>Phantom Hourglass</em>, the player isn&#8217;t limited to travelling the route they drew on the map, but can use controls like track switches to control their movements on-the-fly. One of the main reasons to do this is because of the strange &#8216;train combat&#8217; system &#8211; there are EVIL TRAINS rolling around the network which the player must avoid. They can be incapacitated by cannon shots but (as far as I know) cannot be destroyed. Racing an enemy train towards a junction so that you can turn off and prevent a head-on collision is a defining Trains In Games experience! These  moments of tension, and the exhilaration of success, only come about  because the player must abide by the logic of rail travel; as is the  case with all games, the fun comes from submitting to the pleasurable  bondage of rules and restrictions.</p>
<p>It’s worth adding that the train gameplay <em>Spirit Tracks</em> isn’t limited to being a means of transportation for the player. Later  in the game, the player unlocks passenger and cargo carriages, and can  pick up NPCs and goods from some of the stops on the network and  transport them to their desired destinations. What I love about this  mode of play is that the player must not only pick a route through the  rail network, and also avoid the evil enemy trains, but also obey any  trackside signs telling them what speed to travel at or when to toot the  train’s whistle! If you fail to obey these instructions &#8211; taking a  tight corner too quickly, or entering a cave without signalling &#8211; you  will upset your passengers and risk them jumping off your train in a  rage. This moves the game into genuine train driving territory, like a  primary-coloured <a title="Densha de Go!" href="http://www.youtube.com/watch?v=CSEp1atzmRQ"><em>Densha De Go!</em></a> for children.</p>
<p><img class="alignnone" title="Famicom Wars Train" src="http://www.owengrieve.com/caps/2011-08-05_0723.png" alt="" width="546" height="398" /></p>
<p>Many people are familiar with the <em>Advance Wars</em> series, although few are aware that its lineage stretches back to <em>Famicom Wars</em>, released way back in 1988. ALL of the <em>Famicom Wars</em> games have interesting little distinct features and are worth playing  If You Like This Sort Of Thing &#8211; they&#8217;re entirely in Japanese, but series regulars should figure out the controls easily enough &#8211; and one such innovation in <em>Super Famicom Wars</em> (pictured) was the introduction of trains.</p>
<p>Certain  maps include predefined railway lines, as shown, which usually connect  strategic outposts in the same way as roads. Their function is to bear  train units, which are built at special railyard buildings. Sadly  there’s only one train unit in the game, but it’s multifunctional &#8211; it  can transport up to two infantary units at once, it’s armed with a large  artillery-style cannon, and it’s FAST! The downside is, of course, that  it can only move along the railway lines, so their range and  effectiveness are greatly defined by the map designer. It’s also pretty  expensive, but you can’t put a price on cool.</p>
<p>Fans of the later games may recognise some of these traits from the <a href="http://advancewars.wikia.com/wiki/Piperunner">Piperunners</a> introduced in <em>Advance Wars: Dual Strike</em>. I think of the Piperunners are a kind of weird, long-forgotten cousin of the other <em>Advance Wars</em> units. They have a clear strategic position within your army &#8211; unlike  Medium Tanks for example, which occupy a pretty worthless area between Light Tanks and Neotanks on the  cost/effectiveness scale &#8211; and I think  they demonstrate the value that rail units can add to the gameplay. I’d  like to see railways brought back to the series, with dedicated  ‘transport’ and ‘artillery’ units available &#8211; dare I suggest some kind  of engine/carriage arrangement?!</p>
<p><object width="500" height="306"><param name="movie" value="http://www.youtube.com/v/5zmczDIh8D8?start=390&#038;version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/5zmczDIh8D8?start=390&#038;version=3" type="application/x-shockwave-flash" width="500" height="306" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Sticking with the subject of strategy games, one of my favourite levels in <em>StarCraft II</em> was this train robbery mission. Similar to the <em>Star Fox 64</em> level we looked at on Monday, the player is dropped into an enemy base  to destroy supply trains and disrupt their war effort. Its purpose in  the campaign arc is to introduce the player to the Diamondback unit, an  armoured hovercraft that can fire its laser cannon while moving &#8211; a  vital tool against these unstoppable moving targets!</p>
<p>For  me this level plays out like a tower defence map but &#8211; unlike most  tower defence games &#8211; the route your enemies follow changes with each  wave. You can strategise around the layout of the rails on the ground  (eg. setting up choke points at junctions, where more trains are likely  to pass) but you can’t deploy your units with confidence until the next  route flashes up on your mini-map. While our last two examples used rail  lines to restrict how the player achieves her objectives, <em>StarCraft II</em> uses them to define the objective itself.</p>
<p><img class="alignnone" title="Age of Empires III Train" src="http://www.owengrieve.com/caps/trains_ageofempires3.png" alt="" width="545" height="375" /></p>
<p><em>Age of Empires III</em> is set during the colonial period in North America. My favourite thing  about this game is the concept of persistent ‘home cities’ that develop  and grow with every completed battle, and the customisable deck of  reinforcement cards that you can draw upon, but sadly none of that is  relevant to TRAIN WEEK.</p>
<p>What is  relevant is the appearance of steam trains, as seen in the above  picture. Most maps include long, snaking trade routes, served by an  endless flow of travelling NPCs. Players can capture trading posts at  key locations on the route, and from these posts can upgrade the trade  route &#8211; from carts to stagecoaches, and then to trains. As the route is  upgraded, players earn more money whenever an NPC passes a trading post.</p>
<p>Similar to <em>StarCraft II</em>,  the trading routes define fixed strategic lines across the map, in contrast to strategic points (such as resource mines or tribal settlements). Sadly  there’s no way to attack or hijack the train, but it impacts on gameplay  in that any player who holds a trading post can see the line of sight  around the train’s position. Players who are performing any kind of  strategic actions near a trade route must be mindful of the train’s  location, or else risk giving their movents away to any other players  in possession of a trading post.</p>
<p>Their  other notable contribution to the game is to be a symbol of the  industrial age; a visual reminder that times are changing and technology  is improving. The representation of trains as high technology is more  common than you’d think &#8211; arguably it can be applied to every case we  have looked at so far &#8211; and will be the focus of tomorrow’s article!</p>
<p style="text-align: center;">&nbsp;</p>
<p style="text-align: center;">TRAIN WEEK<br />
<a href="../2011/08/01/trains-in-games-part-1/">1</a> &#8211; <a href="../2011/08/02/trains-in-games-part-2/">2</a> &#8211; <a href="../2011/08/03/trains-in-games-part-3/">3</a> &#8211; <a href="../2011/08/04/trains-in-games-part-4/">4</a> &#8211; <a href="../2011/08/05/trains-in-games-part-5/">5</a> &#8211; <a href="../?p=522">6</a> &#8211; <a href="../2011/08/07/trains-in-games-part-7/">7</a></p>
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		<title>Trains In Games, Part 3: Steel Wheels</title>
		<link>http://www.owengrieve.com/2011/08/03/trains-in-games-part-3/</link>
		<comments>http://www.owengrieve.com/2011/08/03/trains-in-games-part-3/#comments</comments>
		<pubDate>Wed, 03 Aug 2011 22:25:05 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[pseudo-intellectual rambling]]></category>
		<category><![CDATA[animal crossing]]></category>
		<category><![CDATA[FF6]]></category>
		<category><![CDATA[final fantasy VI]]></category>
		<category><![CDATA[pokémon]]></category>
		<category><![CDATA[shadowrun]]></category>
		<category><![CDATA[suplexing a train]]></category>
		<category><![CDATA[the addams family]]></category>
		<category><![CDATA[trains]]></category>
		<category><![CDATA[trains in games]]></category>

		<guid isPermaLink="false">http://www.owengrieve.com/?p=472</guid>
		<description><![CDATA[Yesterday I wrote about games that start with a train journey, how they signify the player-character arriving in a strange new place full of mysteries to uncover. The implication is that they have travelled from another, more familiar place, but the train journey has transported the character &#8211; and the player &#8211; out of their [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday I wrote about games that start with a train journey, how they signify the player-character arriving in a strange new place full of mysteries to uncover. The implication is that they have travelled from another, more familiar place, but the train journey has transported the character &#8211; and the player &#8211; out of their normal world. The act of transportation is a common element of Trains In Games, and today I&#8217;d like to focus on games that play on this concept.</p>
<p><img class="alignnone" title="Suplex the Phantom Train" src="http://purplejam.co.uk/stuffs/suplextrain.gif" alt="" width="485" height="422" /></p>
<p>While <em>Animal Crossing</em> portrays rail travel with quaint realism, <em>Final Fantasy VI</em> pushes it to a metaphysical extreme. Taking the idea of transportation to its limit, the world of <em>FF6 </em>includes a phantom train that transports the souls of the dead to the  afterlife. This steam-driven psychopomp is the setting for a short  chapter of the game, but also serves as a boss fight &#8211; another boss so  large that it becomes the environment. I probably wouldn’t care so much  about this scene, except for the fact that players can command the hunky  wrestling prince Sabin to LIFT THE TRAIN OF THE DAMNED OFF ITS TRACKS  AND SUPLEX IT INTO THE GROUND. This is not just a great example of Trains  In Games; it is not just a great moment in videogame wrestling; it is  one of my favourite moments in the whole of videogame history.</p>
<p><iframe width="500" height="375" src="http://www.youtube.com/embed/ohAT9NiVcmE?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Going  off on a slight tangent, this talk of death and the afterlife reminds  me of a level of <em>The Addams Family</em> on the SNES, in which the player has  to ride a toy train through a room lined with hazards. This is an  unusual example in that the player is standing on top of the train  instead of inside a carriage, serving as a boundary case with more  conventional moving platforms in games (which observe many of the same  principles of fixed routes and restricted movement, of course). What separates it  from the other examples in this group is that the others all use train  journeys as shorthand for &#8216;transportation&#8217; &#8211; the player usually jumps on, watches a  cutscene, and jumps off in a strange new place &#8211; but <em>The Addams Family</em> draws your attention to the journey itself. Here you experience the train as a mobile sanctuary, safely bearing you through a dangerous environment, but forcing you to witness your passage and appreciate the train for the assistance it offers.</p>
<p><img class="alignnone" title="Magnet Train" src="http://www.owengrieve.com/caps/magnet_train.png" alt="" width="479" height="428" /></p>
<p>You didn&#8217;t really expect me to write a week&#8217;s worth of posts without mentioning <em>Pokémon</em>, did you?</p>
<p>One of the most mind-blowing moments in <em>Pokémon Gold/Silver</em> occurs after the player has ostensibly finished the game. After defeating the Elite Four, the player unlocks a ferry route across the country, taking them back to the region where the earlier <em>Pokémon Red/Blue</em> games took place. Little has changed since the events of the first game, but one new addition is the high-tech Magnet Train that runs between the two distant regions. Repairing the malfunctioning Magnet Train is an optional quest, but doing so allows the player to move between Kanto and Johto instantly, at any time. It serves as a means of transportation between not just the two regions, but also the two generations of games. It also makes a comment about the train as a technological advancement &#8211; until the train is restored, the player&#8217;s only means of travelling between regions is to either walk on foot through a dangerous mountain cave, or wait for the twice-a-week ferry service to ship them across. The Magnet Train is by far the fastest and most convenient option.</p>
<p>The thing I find most interesting about the Magnet Train quest is that the final challenge is to obtain a rail pass from a young girl whose family were displaced by the new station. She lost her favourite stuffed toy during the move, and the player is sent out to search for it! It&#8217;s a story that catches my attention because it takes an unexpectedly negative view of the train &#8211; <em>Pokémon</em> games always carry a vehemently eco-friendly message, and it&#8217;s really quite striking when an otherwise normal NPC questions the growth of green technology. It&#8217;s a very rare occurance!</p>
<p><img class="alignnone" title="Shadowrun's Locked Subway Station" src="http://www.owengrieve.com/caps/shadowrun_train.png" alt="" width="475" height="409" /></p>
<p>Finally we have <em>Shadowrun</em> on the SNES, an outstanding example of a contemporary urban RPG. Players tramp burnt-out hacker Jake Armitage around the decaying futuristic streets of Seattle, fighting off hitmen and scrimping together cash to pay for back-alley cybernetic implants. Given its urban setting, it&#8217;s only natural that the player should make use of the city&#8217;s subway system to travel between different areas; what makes it relevant to this article is that, at the start of the game, the local subway station is closed.</p>
<p>Everything I&#8217;ve said about how trains represent transportation? <em>Flip that round</em>. For the opening chapter of the game, this subway station represents an outside world that you cannot access. It taunts and teases you by showing trains rumbling past the background while denying you access. It&#8217;s a big fat cork that keeps you trapped in a bottle. It tells you that, for the time being, you need to turn around, go back down the street, and continue your investigation!</p>
<p>Tomorrow I will make a slightly clumsy logical leap into talking about the nature of trains being tied to fixed routes.</p>
<p style="text-align: center;">&nbsp;</p>
<p style="text-align: center;">TRAIN WEEK<br />
<a href="../2011/08/01/trains-in-games-part-1/">1</a> &#8211; <a href="../2011/08/02/trains-in-games-part-2/">2</a> &#8211; <a href="../2011/08/03/trains-in-games-part-3/">3</a> &#8211; <a href="../2011/08/04/trains-in-games-part-4/">4</a> &#8211; <a href="../2011/08/05/trains-in-games-part-5/">5</a> &#8211; <a href="../?p=522">6</a> &#8211; <a href="http://www.owengrieve.com/2011/08/07/trains-in-games-part-7/">7</a></p>
<div id="_mcePaste" class="mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;"><span id="internal-source-marker_0.21080622807104832" style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-weight: normal; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline;"> </span><br />
<span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-weight: normal; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline;">http://users.content.ytmnd.com/1/5/f/15fa96bb2bf44f7150cc8a8a2d334cc2.gif</span>&nbsp;</p>
<p><span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-weight: normal; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline;">While </span><span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-weight: normal; font-style: italic; font-variant: normal; text-decoration: none; vertical-align: baseline;">Animal Crossing</span><span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-weight: normal; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline;"> portrayed rail travel with quaint realism, </span><span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-weight: normal; font-style: italic; font-variant: normal; text-decoration: none; vertical-align: baseline;">Final Fantasy VI</span><span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-weight: normal; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline;"> made it as extreme as possible. Taking the idea of transportation to its limit, the world of </span><span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-weight: normal; font-style: italic; font-variant: normal; text-decoration: none; vertical-align: baseline;">FF6</span><span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-weight: normal; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline;"> includes a phantom train that transports the souls of the dead to the  afterlife. This steam-driven psychopomp is the setting for a short  chapter of the game, but also serves as a boss fight &#8211; another boss so  large that it becomes the environment. I probably wouldn’t care so much  about this scene, except for the fact that players can command the hunky  wrestling prince Sabin to LIFT THE SUPERNATURAL TRAIN OFF ITS TRACKS  AND SUPLEX IT INTO THE RAILS. This is not just a great example of Trains  In Games; it is not just a great moment in videogame wrestling; it is  one of the single greatest moments in videogame history.</span></p>
<p><span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-weight: normal; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline;">[SCREENSHOT OF THE ADDAMS FAMILY]</span></p>
<p><span style="font-size: 11pt; font-family: Arial; color: #000000; background-color: transparent; font-weight: normal; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline;">Going  off on a slight tangent, this talk of death and the afterlife reminds  me of a level of The Addams Family on the SNES, in which the player has  to ride a toy train through a room lined with hazards. This is an  unusual example in that the player is standing on top of the train  instead of inside a carriage, serving as a boundary case with more  conventional moving platforms in games (which obverse many of the same  principles of fixed routes and restricted movement). What separates it  from the other examples in this group is that they all use train  journeys as shorthand for travelling &#8211; the player jumps on, watches a  cutscene, and jumps off in a strange new place &#8211; but in </span></p>
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		<title>Trains In Games, Part 2: The Jumping-Off Point</title>
		<link>http://www.owengrieve.com/2011/08/02/trains-in-games-part-2/</link>
		<comments>http://www.owengrieve.com/2011/08/02/trains-in-games-part-2/#comments</comments>
		<pubDate>Tue, 02 Aug 2011 06:09:50 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[pseudo-intellectual rambling]]></category>
		<category><![CDATA[animal crossing]]></category>
		<category><![CDATA[dead rising]]></category>
		<category><![CDATA[FF7]]></category>
		<category><![CDATA[FFX]]></category>
		<category><![CDATA[half-life]]></category>
		<category><![CDATA[half-life 2]]></category>
		<category><![CDATA[Link to the Past]]></category>
		<category><![CDATA[shenmue]]></category>
		<category><![CDATA[trains]]></category>
		<category><![CDATA[trains in games]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://www.owengrieve.com/?p=448</guid>
		<description><![CDATA[Hopefully you won’t be surprised when I say that many games start with the player-character arriving somewhere. It’s a plot device that marks the player as an ‘outsider’, dropping them into an alien environment that they must explore, and gives some context as to why they have no established relationships with the characters they meet. [...]]]></description>
			<content:encoded><![CDATA[<p>Hopefully  you won’t be surprised when I say that many games start with the  player-character arriving somewhere. It’s a plot device that marks the  player as an ‘outsider’, dropping them into an alien environment that  they must explore, and gives some context as to why they have no  established relationships with the characters they meet. Notable  exceptions such as <em>Shenmue </em>can seem a bit strange sometimes &#8211; it doesn’t make sense for a local boy like Ryo to get lost around Yokosuka, yet when I’m playing it happens all  the time!</p>
<p>The mode of transportation can vary wildly &#8211; a broken mast in <em>A Link to the Past</em>, a chartered helicopter in <em>Dead Rising</em>, the dreams of an extinct civilisation in <em>Final Fantasy X</em> &#8211; and of course some proportion of games begin with a train journey.  What might surprise you is that the games that begin with a train  journey are usually totally excellent. I wouldn’t say that starting a  game with a train journey makes the game good in itself, but I might  suggest that people who make good games understand that trains are  excellent. We will begin by looking at a game series that is all about  railroading: <em>Half-Life</em>.</p>
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<p>The opening scene of <em>Half-Life </em> made waves at the time by establishing Valve’s now-standard practice of  forgoing cut-scenes and always giving the player full control of their  character. In practice during this tram ride, the player only has  control over what they are looking at &#8211; <a href="../2008/09/30/course-clear/">something I’ve written a lot about in the past</a> &#8211; but it demonstrates four common thematic elements of Trains In Games that I&#8217;ll be coming back to over the next few days.</p>
<p style="padding-left: 30px;"><strong>1) Trains transport people</strong></p>
<p>Gordon  Freeman’s first-day-at-work tram ride into Black Mesa is a  psychological voyage into another world. The player is treated to a  slideshow of what is to come &#8211; the office space with vending machines  and mysterious men in suits, the helicopter in the canyon, the robot  working in a pit of luminous green liquid &#8211; and comes to a rest in a  mysterious dark chamber far removed from the outside world. The distance  travelled, the advanced technology on display and the heavy security  systems that are in place all signify to the player that they have left  normality behind.</p>
<p style="padding-left: 30px;"><strong>2) Trains travel along fixed routes</strong></p>
<p>This  is great news for game designers because it gives them a lot of  authorial control over when and how the player experiences game content.  Even in an open world game like <em>Grand Theft Auto</em>,  as soon as the player steps onto a train they can control where the  player will go and how they will get there &#8211; the principle seems to be  that, if you want to benefit from the speed and convenience of a train,  you must sacrifice control over your journey. This is important for the <em>Half-Life</em> intro because  it forces the player to witness each of these scene-setting vignettes in order &#8211; hoping that, amongst other things, they notice the mysterious G-Man appearing  repeatedly.</p>
<p style="padding-left: 30px;"><strong>3) Trains represent technology</strong></p>
<p>This  might seem like an odd claim to make in a game about warp research and  alien invasion, but I think it holds up in the sense that the tram  system &#8211; particularly with regard to the huge blast doors that help to  buffer loading times between areas &#8211; is ridiculous. This is a standard  of light transport system that is the traditional reserve of rich  megalomaniacs with secret lairs hidden inside volcanoes. It impresses  upon you that Black Mesa is a sprawling, well-funded facility where  Serious Business takes place. Throughout the examples I use this week, you may notice  that trains are often used in this way, to signify the level of  technology available to the society in which they are produced.</p>
<p style="padding-left: 30px;"><strong>4) Trains are restrictive spaces</strong></p>
<p>While  train networks represent freedom of movement between distant locations,  trains themselves are very close environments. Carriages &#8211; which are  already quite thin &#8211; are usually crammed full of seats, tables, private  rooms, or cargo, leaving very little room to maneuver, and their linear  topography means that players generally only have a choice between  moving in two directions: forward or back. Similar to the earlier point  about fixed routes, this factors into the tram scene in that the player  can’t really go anywhere or do anything EXCEPT look at the curious  activity taking place around the tram.</p>
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<p>The tram ride scene was so effective, so memorable, that Valve gave it a callback in <em>Half-Life 2</em>.  Play begins with Gordon arriving by train at the oppressive urban  occupied zone of City 17, stepping out into a cavernous Soviet-era  railway station which has been retrofitted with a maze of wire fences  and alien surveillance equipment. This train ride is a lot shorter than  in the previous game &#8211; most of the scene-setting takes place as you walk  through the station’s ‘security’ processes, experiencing the  powerlessness of living in a police state &#8211; but it takes on the  character of a poisoned arrow being shot into the heart of a brutal  regime. Its deadly payload of hope and rebellion are spread by the  player throughout the city, causing Dr. Breen’s administration to wither and  die.</p>
<p><img class="alignnone" title="Cloud arrives in Midgar" src="http://www.owengrieve.com/caps/cloudtrain.png" alt="" width="481" height="339" /></p>
<p>Similar things can be said about the opening scene of <em>Final Fantasy VII</em>,  in which a terrorist group known as Avalanche infiltrate the elitist  city-state of Midgar by riding a train up from the slums below, and  launch a devastating attack on one of the city’s power plants. Again trains represent a mode of transport,  between the impoverished slums and the high-tech metropolis overhead;  again they reflect this society’s technological achievements, as  characters use computer terminals to view 3D maps of the line; again  they play on the sensations of claustrophobia and loss of control, as  the group trigger a security alarm and can only evade capture by running  back through the train carriages.</p>
<p>There  are a number of other notable train scenes throughout the game. Immediately after the bombing mission, Avalanche regroup on a train going back to the slums (and intimidate the poor commuters with their guns and bad attitudes). The  party’s first visit to the Gold Saucer theme park builds to a <a href="http://youtu.be/Skm5p3r-JcA?t=3m50s">romantic  cable-car ride around the park</a>, which puts another spin on the close  environment of a train car &#8211; the intimacy of sharing your personal  space. Later, the tension of the <a href="http://www.youtube.com/watch?v=6R0kkLrpZ7w">North Corel train chase</a> hangs on the fact  that the player is locked on a collision course with a small town, and cannot divert the speeding locomotive. In fact, probably the most interesting train reference in the game is metaphorical &#8211; as the adventure grows more and more hazardous, the party keep urging each other forward with the (rather ironic) phrase &#8220;There ain&#8217;t no getting offa this train we&#8217;re on!&#8221;</p>
<p><img class="alignnone" title="Animal Crossing introduction" src="http://www.owengrieve.com/caps/trainrover.png" alt="" width="476" height="353" /></p>
<p>Moving  away from this theme of trains delivering revolutionary agents into  oppressive societies &#8211; or not, depending on your point of view &#8211; the  original <em>Animal Crossing</em> begins with the player having a chance encounter with a friendly dog while travelling to their new forest home. This scene is a rare example of a chance encounter with a fellow passenger &#8211; Rover the dog, in this instance &#8211; which is a feature of public transport little explored in games, other than to drop a MacGuffin in the player&#8217;s lap. <em>Animal Crossing</em> does this too, of course &#8211; following your conversation, Rover introduces you to Tom Nook, who immediately press-gangs you into the life of indentured serfdom that provides much of the impetus of the game.</p>
<p>The  other great use of the train in <em>Animal Crossing</em> was as the means of  transport between different players’ towns. Players began the game by  loaded their own town from memory card slot A, visited the train  station, and went on a magical journey to the town in memory card slot  B. Chance encounters continue with each journey, as the player meets elusive characters such as Rover, and Blanca the faceless cat, whose conversations help to mask the loading process of the destination town. But the focus here &#8211; the symbolism of the train &#8211; is the idea of trains as a means of  transportation, the sole link between these otherwise-inaccessible locales. Speaking as someone from a rural town with a good train station, it is something I can relate to.</p>
<p>Rolling  with this theme, tomorrow’s article will look at other notable instances  of trains being used as a means of metaphorical transportation. I bet  you can’t wait!</p>
<p style="text-align: center;">&nbsp;</p>
<p style="text-align: center;">TRAIN WEEK<br />
<a href="../2011/08/01/trains-in-games-part-1/">1</a> &#8211; <a href="../2011/08/02/trains-in-games-part-2/">2</a> &#8211; <a href="../2011/08/03/trains-in-games-part-3/">3</a> &#8211; <a href="../2011/08/04/trains-in-games-part-4/">4</a> &#8211; <a href="../2011/08/05/trains-in-games-part-5/">5</a> &#8211; <a href="../?p=522">6</a> &#8211; <a href="../2011/08/07/trains-in-games-part-7/">7</a></p>
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		<title>Trains In Games, Part 1: All Aboard!</title>
		<link>http://www.owengrieve.com/2011/08/01/trains-in-games-part-1/</link>
		<comments>http://www.owengrieve.com/2011/08/01/trains-in-games-part-1/#comments</comments>
		<pubDate>Mon, 01 Aug 2011 05:52:58 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[pseudo-intellectual rambling]]></category>
		<category><![CDATA[biographical]]></category>
		<category><![CDATA[r-type]]></category>
		<category><![CDATA[starfox]]></category>
		<category><![CDATA[trains]]></category>
		<category><![CDATA[trains in games]]></category>

		<guid isPermaLink="false">http://www.owengrieve.com/?p=445</guid>
		<description><![CDATA[Dear reader, let me tell you a little-known fact: I like trains. I’m not an expert on trains by any stretch of the imagination, and I’ve never gone out of my way to look at or ride a particular train (with the exception of the miniature train loop at Newby Hall), but I have a [...]]]></description>
			<content:encoded><![CDATA[<p>Dear reader, let me tell you a little-known fact: I like trains.</p>
<p>I’m  not an expert on trains by any stretch of the imagination, and I’ve  never gone out of my way to look at or ride a particular train (with the  exception of the miniature train loop at Newby Hall), but I have a real  fondness for rail travel that could explain why I didn’t learn to drive  until I was 24. My grandad was a tank engine driver and my dad is a  trainspotter, so you could say that trains run in my blood. Not  literally, of course &#8211; that would be horrifying! And probably not in any  kind of biological sense, because I don&#8217;t think that kind of  higher-order knowledge can be passed down genetically. I think it&#8217;s fair  to say, however, that trains feature heavily in my family&#8217;s cultural  heritage.</p>
<p>When I was young I was taught about <a href="http://en.wikipedia.org/wiki/Stephenson%27s_Rocket">Stephenson&#8217;s Rocket</a>,  and the other innovations in steam engineering that were made in the  proud North East. I used to watch Thomas the Tank Engine religiously and  give myself small electric shocks while playing clumsily with my dad’s  model trains. When I left high school I bought railcards instead of  driving lessons, and spent around eight years exploring the UK in these  snaking steel chariots. I once even paid Amtrak £300 for an all-access  ticket to ride around the US for a month, and rode from New York to  Seattle via Chicago, Dallas and San Francisco (NB. For some reason they  charged me an additional fee when travelling from San Francisco to  Seattle, and even the ticketmistriss at the Amtrak station said it was  diabolical and advised me to never travel with Amtrak again). I could  talk about regional differences in train culture across Europe and the  US, but this blog is not the place for that! Suffice to say: I like  trains.</p>
<p>Recently a reader commented that they were surprised to learn that anyone enjoyed <em>Star Fox 64</em> (I don&#8217;t usually call it <em>Lylat Wars</em> since usually only Europeans understand what that is). In writing my  response, I started thinking about my favourite moments in the game, and  I found myself drawn back to one level in particular: Macbeth! In this  mission, the bold captain Fox McCloud drops down into the heart of a  Venomian military base inside a small tank, and shoots seven bells out  of a massive supply train carrying ordinance and prototype weapons. It  was awesome. The train is one of the largest enemies in the game, and provides the same sense of focused, systematic demolition as <a href="http://www.youtube.com/watch?v=GgKqdg9EczA">level 3 of <em>R-Type</em></a>. I love levels like that, where the boss is so large that they are  the environment and you must crawl around like an insect and take them  apart piece by piece &#8211; it’s a kind of narrative that’s popular in  Western culture, that David and Goliath tale of the righteous underdog  defeating an overwhelming enemy.</p>
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<p>Inspired  by this, I&#8217;d like to dedicate this week to writing about my favourite  instances of Trains In Games, focusing on a different aspect of their portrayal each day. Come back tomorrow, when we will begin at the beginning!</p>
<p>&nbsp;</p>
<p style="text-align: center;">TRAIN WEEK<br />
<a href="../2011/08/01/trains-in-games-part-1/">1</a> &#8211; <a href="../2011/08/02/trains-in-games-part-2/">2</a> &#8211; <a href="../2011/08/03/trains-in-games-part-3/">3</a> &#8211; <a href="../2011/08/04/trains-in-games-part-4/">4</a> &#8211; <a href="../2011/08/05/trains-in-games-part-5/">5</a> &#8211; <a href="../?p=522">6</a> &#8211; <a href="../2011/08/07/trains-in-games-part-7/">7</a></p>
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