Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

2008/07/23

Review of A Story as Sharp as a Knife

In an earlier post, I mentioned that the one artform with the most relevance to games is myth. Here is a review of the book that lead me to that conclusion.


This book is about myth, and how to understand this ancient art form in a time when we are so far from the sort of social context in which myth was the primary way of making sense of the world.

What do you think of when you hear the word "myth"?

Perhaps the most frequent way the word is used in our modern, literate society is to refer to a story that is false, an explanation that is incorrect. This is not the sort of myth to which Bringhurst has devoted over four hundred pages. Another place we might encounter the word is in museum exhibits or books about ancient history, where we read "myths" as the rather fanciful religious stories of those cultures yet to be blessed with a scientific understanding of the world. This sense of the word is somewhat closer to what Bringhurst is concerned with. But there is an important difference.

Myth is a performance art. It is oral poetry, storytelling. When we open a book and read "the creation myth of the ancient Egyptians" what we find is a fossilized skeleton that reveals no trace of its original vitality. As Bringhurst convincingly shows, the art and value of a myth is in its individual, idiosyncratic telling. If we read a summary of a myth and assume that that's all there is to it, we are no better off than someone who tries to understand a masterpiece of jazz improvisation by looking at the song's chord changes. In the case of myth, the story isn't enough - you need a transcription of the artist's actual words, just as you'd need a transcription of the actual notes that were played in a jazz solo. Better yet, listen to a live performance.

As you might expect, however, live performances of mythic storytelling are hard to come by nowadays. We are lucky to find even a faithful transcription of such a telling, as it is a rare anthropologist who has understood the importance of taking precise dictation rather than recording only a summary. One notable exception was the linguist John Swanton, who in 1900 went to live with the Haida people off the northwest coast of Canada and transcribed thousands of lines of oral poetry. Then in the late 20th century, Robert Bringhurst managed to come across Swanton's work.

Bringhurst's background is in poetry, not anthropology. As a result, he has been able to see in these old transcriptions a quality that most others have failed to appreciate. And with his book, A Story as Sharp as a Knife, he provides a means for others to begin to understand what is so great about these classical Haida myths and about all myth in general.

The book's subtitle is The Classical Haida Mythtellers and Their World, and in it you will find a tour of that world, organized around a selection of about a dozen myths. It's a tour that you may repeat many times, or just skip around to the parts that interest you. The book doesn't set out to prove one particular point, and there is no explicit introduction or concluding chapter to summarize the book for you - the prologue gets you started on a journey, but it doesn't provide a map of what you'll encounter.

Each myth featured in the book serves as the reference material for an investigation into a different aspect of mythtelling. In each section, Bringhurst provides some historical and cultural background, followed by the translated myth transcription itself and an analysis, highlighting certain passages and occasionally bringing in outside connections such as Renaissance painting to compare or contrast with Haida mythtelling traditions. The main chapters of the book are supplemented by an extensive collection of notes, as well as several appendices on language and translation concerns.

Of course, there are plenty of things that the book doesn't do. It doesn't give you a large number of myths, just enough to give you a feel for them. Neither does Bringhurst go into much detail about Haida culture or mythology beyond what is required to understand the particular stories he presents. And while obviously a great deal of research went into writing this book, everything in it is either historical fact or the author's personal interpretation; it is not what you might call a "scientific" book. Not that that's necessarily a weakness, but it would be nice to have further verification of his views through another source or the support of a fleshed-out theoretical framework. What you can expect is to gradually gain a unique appreciation for myth through the experience of reading the book.

Though it is difficult to reduce Bringhurst's investigation into a single question or argument, there are several identifiable threads connecting the many observations and explanations distributed throughout. Some of these are simply context, the stories of villages and mythtellers and anthropologists, together covering the who, where, and when of the subject. The others could be thought of as supporting the main theoretical concern of this book, the what, how, and why of mythology.

One of these threads, answering the question of what is the nature of myth, explains that myths are living things, perpetuated through human minds because they are deeply meaningful. Together, many myths form an ecology, a living mythology, in symbiosis with a human society. This mythological system exists to make sense of the structure and dynamics of the world, how the world works and how it is organized. While it is still alive, every mythology is an ecosystem that continually evolves as individual mythtellers reinterpret the stories in terms of their own understanding of the world. As Bringhurst writes, "A genuine mythology is a systematically elaborated, extended, interconnected and adaptable set of myths. It is a kind of science in narrative form."

Another thread, which deals with how people convey meaning through myth, emphasizes the importance of individual tellings, that the way myths convey an understanding of the world depends on the details of a particular artistic performance. Myths make use of archetypes, themes, plots, and patterns, but these are building blocks - they are not the essential message. What matters is how these elements are connected and arranged to create new meaning: "A story is, in fact, a sentence: a big sentence saying, or revealing, many things that a full list of its components cannot say." When myths are reduced to summaries and stereotypes, as has sadly been the case in a vast majority of anthropological work on the subject, "we lose all the learning and insight, perception and wisdom, that the myth has been used to convey."

The other thread, of why myth takes the form it does, contrasts myth - oral narrative poetry - with other art forms such as verse poetry or prose. Bringhurst makes the point that myth can only thrive as myth in an oral society, one without writing. Verse poetry may also exist in oral societies, but only in those that make their living through agriculture rather than hunting. "Humans, as a rule, do not begin to farm their language until they have begun to till the earth and to manipulate the growth of plants and animals." The argument there is that the structure of mythic poetry has a spatial quality reflecting the irregular order of the forest rather than the uniform repetition of the cultivated field reflected in verse poetry. Myth can be very musical in its own way, but as a music of thoughts and images rather than sounds.

That last thread helps explain why historically so many anthropologists have misplaced the significance of the myths they encountered. As members of an industrial, literate society, they were ill-equipped to understand story in the same way as their hunter-gatherer subjects. Words simply do not have the same role or meaning in oral societies as they do in literate ones. According to Bringhurst, "In a self-sustaining oral culture, faith, hope, and even charity are invested very differently than in cultures that are learning or have learned the use of writing. A shift from oral to written culture affects the functioning of memory, the understanding of truth, and the place of voice and language in the working of the world. It affects not just the meaning of words but the meaning of language itself. It affects the meaning of meaning."

If only those anthropologists could have read A Story as Sharp as a Knife before they went forth to capture the traditions of those people who had yet to be enveloped into industrial global culture! Time warps aside, those of us in the 21st century now have an excellent opportunity to acquaint ourselves with the mythic mindset through Bringhurst's book. When you first start reading the actual myths, you will likely feel somewhat out of place, getting used to the translations, the unfamiliar storytelling style, and the initial strangeness of the stories themselves for those unaccustomed to Haida mythology and culture. But as you become more familiar with the style and learn how to appreciate the myths through Bringhurst's insightful analysis, they become quite enjoyable in their own right.

The book is not dense, but it is long and there is plenty of material to chew through. There's such a variety of ideas to absorb that you'll likely want to spread out your reading of it, enough to appropriately digest each topic. It is a thoughtful book that paces out its most fascinating bursts of insight such that the interested reader will remain eager all the way through its four hundred pages of discussion. And by the end of it you'll have developed a new appreciation for myth and oral storytelling, and perhaps even an interest in discovering more about this often neglected subject.

In other words, read it! :D

2007/01/31

Review of We Love Katamari

It's been a while since I last posted anything substantial, so I thought I'd share a review I wrote of the PS2 game We Love Katamari. It's about a year old. And long! :p

It's been two days since I last played We Love Katamari, and I'm already experiencing withdrawal symptoms. The theme song has been playing through my head constantly, and my hands ache for the touch of a virtual katamari. In my whole life, I've probably played the game for less than three hours, but We Love Katamari has still managed to leave its blocky, rainbow-colored mark imprinted on my brain.

First off, We Love Katamari is actually the sequel to the original Katamari Damacy, with much of the same graphics and gameplay. Katamari Damacy introduced the central idea of rolling a sticky katamari around to pick up miscellaneous objects and increase in size, beginning with a ball a few centimeters across and growing until you can pick up cars and buildings. The story in that game was that the King of All Cosmos had gotten drunk and destroyed all the stars in the universe, so he sends you, his son, to collect the raw materials for new stars. In a self-referential turn, the sequel We Love Katamari has it that the game Katamari Damacy is now so popular that now you have to appease your many fans by fulfilling their unusual katamari-related requests.

As you may have guessed, We Love Katamari is a very unusual game. The original game concept is very unique, and surprisingly fun. The blocky graphics and choppy, bright animation goes in a direction opposite the current trend in video games toward increasing graphical realism. The music, or at least the theme song, is annoying at first but really sticks in your head after a while. In fact, the whole game is kind of annoying at first. The first time I played it, I was quickly ready to move onto something more traditional. But now I can't get enough! I can assure you that I'd rather be playing We Love Katamari than any other game at this moment.

Okay, so let me start to get into the actual gameplay. Katamari is a very physical game. I have never played a video game that felt more like a real physical environment than this one. In fact, playing We Love Katamari feels a lot more real to me than does driving an actual car. The analog controls and the slight vibration when you bump over some obstacle, as well as the very dense spatial layout of the game world, all work together to produce a feeling of embodiment. It is a feeling I've missed in my life as a student, using my eyes always, but never reaching out and touching my surroundings and feeling them push back. (Actually, I am lucky to be training in Aikido, which unfortunately is only a few hours per week of concentrated tactile awareness.) For me, We Love Katamari brings back some of the feeling of integration with space, of rolling over and feeling the ground, using my hands to build with blocks and bricks.

At first, the game seems to involve little strategy, but in fact it is much deeper than it appears. When your katamari is small, you are restricted in what you can roll up. Bigger objects bounce you off, slowing you down and serving as obstacles. Later on, you may have accumulated a large enough clump to come back and pick up those former obstacles. Part of the game is about knowing what kinds of objects you can safely pick up and when, and then plotting the most efficient course through the area. Often your task will involve growing as large as possible in the shortest amount of time. Of course, in order to do all that, you must be coordinated enough to stick to your intended path, something which I am still working on. As I develop more confidence in my skill with the controls, I can keep my head up and look ahead for good routes to take in the future, and maybe attempt to get an idea of the layout of the entire space. However, the pace of the game is gradual enough that most of this knowledge will come intuitively just by playing over and over again.

One of the most interesting aspects of We Love Katamari is the continually changing scale. What at first might have been an obstacle to be avoided becomes a goody to by grabbed up. A house that once was your entire world is swallowed up in a few seconds as you roll through the neighborhood. I would guess that that was part of what made the original Katamari Damacy so appealing and interesting. It is very rare to see a game that has such a gradual but radical transformation of your playing space, but Katamari Damacy is a game that tells a story of the growth from a tiny ball picking up paperclips on top of a desk to a humongous, city-destroying monster. And all that without cutscenes in between!

Now We Love Katamari is not quite so epic. Many missions have you remain smaller than a house, depending on the strange desires of your rather ungrateful fans. This sequel provides more variety and structure into your tasks, only providing you with new missions once you have completed earlier ones. However, it is still fairly open-ended as there are usually a few different missions you may choose to attempt, and much of the game is spent playing on previous stages.

There are many incentives to replay an older area. For one thing, while the space stays the same every time you play, the individual objectives are switched around. (It is kind of like Super Mario 64, where each world has a number of different tasks to complete, which then give access to new worlds.) Also, there is a constant push to exceed the requirements of the task, because your spoiled fans express thinly veiled disappointment at the unimpressive size of your katamari or speed of your performance. The only way to gain total approval is to find the perfect, most efficient route through the space. Your pleased fans will give you presents of accessories with which to customize your character's appearance. This brings up another incentive for replaying: collection. The game keeps track of every single type of object you've picked up and allows you to browse through your collection and see pictures and amusing descriptions for each one. There are hundreds, if not thousands, of objects to find. So obsessive people might find themselves spending way too much time on this game.

I will now analyze We Love Katamari using Richard Garfield's framework. The game is mainly single-player, but there is also a two-player mode where you may compete with a friend in a race to complete the given objective first. Since both players are rolling around in the same space, there is some direct conflict between you and your opponent. The objects that you pick up are objects that your opponent doesn't get to pick up. Also, you may bump into or even roll up the other player directly. There is also a mode which involves two players, but they both work together to control one katamari. It is essentially a single-player mode with team dynamics.

Luck is an important part of the game even though all the play areas are the exact same every time, simply because much of the game is played while not knowing the complete location of every object. The outcome depends on whether you went here or there, if you took a plentiful route or not, and until you spend a long time replaying the mission to find the best paths, much of your success will depend on luck. On the other hand, skill is still important. The layouts are not so restrictive as to only allow a few effective routes; they are designed to let someone with a good practical understanding of the game do well on the first few tries. It does take some practice to get to that skill level though.

Part of the appeal of We Love Katamari is that the game heuristics are so clear. It is easy to tell how well you're doing - just see how big your katamari has grown, in qualitative or quantitative terms, as the diameter of the clump is displayed in meters besides being apparent on screen. As for what to do next, well just head for the nearest small object in range. You get immediate feedback on your actions as you roll up some object and hear a satisfying bloop and feel a buzz from the controller. Also, the heuristics do deepen as you gain more experience. You may learn that keeping your momentum going is more important than grabbing something just a little too far to the side, or start constructing plans beyond randomly wandering around and looking for goodies. However, assessing the game state becomes more complicated as well, since not only the size of your katamari but your position and configuration of the space around you also must be taken into account.

The length of a mission is usually only about five or ten minutes, since there is usually some time constraint involved in the task. This makes the game good for casual play when you want a quick diversion. However, the overall lifetime of the game can be quite long, especially when you take into account the collecting aspect and the competitive play mode. Also, the short length of missions means that a significant fraction of the time is spent as downtime, reading the inane dialogue preceding a mission or afterward. In the actual play of the game, however, there is practically no downtime at all.

There are other elements in Richard Garfield's framework, but they are not particularly interesting when applied to We Love Katamari, so I won't bother mentioning them.

2006/11/28

Review of Cultivation

Cultivation is a game I've mentioned before, but in case you have not tried it yet, here's a description from the "press section" of the website:

"Cultivation explores the social interactions within a gardening community. You lead one family of gardeners, starting with a single individual, and wise choices can keep your genetic line from extinction. While breeding plants, eating, and mating, your actions impact your neighbors, and the social balance sways between conflict and compromise.

Cultivation features dynamic graphics that are procedurally-generated using genetic representations and cross-breeding. In other words, game objects are "grown" in real-time instead of being hand-painted or hard-coded. Each plant and gardener in the game is unique in terms of both its appearance and behavior."

So basically, you have this little circle creature, which you can direct around the map and plant seeds, water them, eat fruit, share fruit and stuff like that. A cool thing about it is that all the stats, the graphics, and even the music is all based around a genetic system and is different every time. However, the basic play experience is very similar each time, at least on the surface.

It's pretty interesting. I wouldn't really call it "fun" though. If I'm not misaken, it's still in development, so hopefully the author will continue to improve the game.

The main problem is that it doesn't seem to go anywhere. After the first time I tried it, figured out how to play, I wasn't really compelled to keep going. It just seemed like I would be repeating the same basic strategy I had figured out in the first few minutes. This is an issue of gameplay progression.

Most games use techniques such as levels and upgrades to structure their gameplay progression, as I've mentioned before. But it's my impression that Cultivation is meant to have a more freeform progression, where the player may uncover for themselves new complexity and strategy that already exists in the mechanics. It fits with the procedural approach to the rest of the game content.

Unfortunately, just having lots of depth hidden in your game doesn't mean that players will find it. I've struggled with this myself in my game Braids. It also has a lot of complexity and depth, and also fails to get that across to many people who try playing it. The time when it does manage to get people interested in it, is when they are playing against another person. Us humans are very social, and we learn socially as well. When you are playing with other people, you can learn by watching what they do, and by communicating.

With Cultivation, it's hard to learn socially like that. It's hard to learn by watching what the computer players do, partly because most of the time you can't see them on the screen, but also because the important actions of the game are not reflected strongly in the graphics. You pretty much just see some circular creatures gliding around, with things occasionally popping up and disappearing around them. It's hard to see what they're thinking, what strategies they are using in the game, how game events are influencing their behavior.

Right now the actions and graphics in the game are pretty distant from the interesting parts of the gameplay. Though I haven't really gotten to that level of play, I presume that the interesting parts of the game come from the social dynamics of the gardeners. But I haven't been able to see much beyond noticing that if I try to enroach onto their territory, they get mad, and if I give them food, they like me.

And the basic actions of the game, like planting, watering, harvesting, seem even further removed from the actual game. I know the basic sequence - plant, water, harvest, repeat - but it doesn't seem to really tie into the social dynamics in a significant way. From what I understand, you could cut it out completely and just have establishing territory and giving gifts, and the social part of it would be relatively unaffected. If that's true, then maybe it should be simplified in that way, or at least made more significant to the gameplay. And if I am mistaken in dismissing the connection, the connection should be made more clear through better feedback! Hopefully this is an issue that can be simply resolved by improving the user interface.

So if I'm lucky, the author of Cultivation will come read this and improve the game. :) But anyway, I think it could be fun for me to make my own game like this, expanding more on the cultivation side of things, with more interesting things you can do with the plants, and easier guidance of the evolution of your garden. I am eager to play with procedural generation of plants, and right now I don't have a clear idea of how the social aspect of Cultivation is supposed to work.

But something that could be fruitful to integrate into the game would be the dynamics of sexual selection. There is mating in Cultivation, but everyone is hermaphroditic and you don't really have much choice in the matter. When I played I couldn't help being pregnant constantly since the other creatures seem to exchange eggs at every opportunity. :p

I'll leave you with that thought. :D

2006/11/25

Experimental Gameplay Goodness

I was just over at the Experimental Gameplay Project when I decided to finally download the intriguing Big Vine. Big Vine is a little software toy that, in the author's words, lets you "Grow a big scary tree." Indeed, though simple, the visuals and music together create a nicely spooky atmosphere. Go and try it now!

As you know, I don't come up with any original ideas, I just steal other people's and mix them together. So I thought I could probably turn this demo into a game. And I'm not alone in my conviction that this would make an interesting game. In the words of an anonymous commenter, "this is an awesome game if only it had a gole". In case you didn't know, a "gole" is a kind of small, hunchbacked squirrel-vole creature that I just made up. And I think Big Vine would indeed be an awesome game if only it had a gole.

So here's how it would work. You, the player, would take the role of a gole living on one of these big scary trees. You would be able to scurry around on the branches, and just like in Big Vine, cause the tree to grow or die on the spot you're at. Appropriately for a creepy tree, it eats birds. You help it snatch birds out of the sky by growing branches in the right place. But you have to be careful, because it would be just as happy to eat you instead. Maybe the birds can eat you too. And you have to eat the fruit that grows on the tree. Actually, let's say fungus. Fungus grows on the tree and you have to eat that. It fits the creepy, gothic theme better.

It would be a kind of cross between Big Vine and another interesting game called Cultivation. To expand more on the Cultivation aspect, there could be a whole forest of big scary trees and other goles that you can compete and mate with. And a tree life cycle so you could plant new trees and they would evolve over time...

Anyway, the author of Big Vine has quite a few other games in the Experimental Gameplay Project that you should check out. Attack of the Killer Swarm, which also happens to be the top rated game there, is quite amusing with some nice particle physics. Gravity Head is a very unique game with a similar dark style and of course, particle physics. The monkey sound effects are great too. :)

Another interesting thing about Gravity Head is the environment it creates with only a few simple objects. There's the water spout with water particles that are affected by your gravity, and particle smoke rising in the background. And the way the girl's head turns toward your position on the screen serves to tie things together. This is a lot like an idea I had of making little "environmental sketches" in Flash - not animations but dynamically generated environments. They could be interactive or they could just be little places that you watch. For example, one might be a bird bath where bees swarm around and drink from, and you could fill it up or spray them with a hose. Or there could be plants with rain dripping down and shaking the leaves, with the appropriate sound effects.

The last of these games I would recommend checking out is The Crowd. It's more of a toy, maybe even an "environmental sketch" :p but anyway, it's really atmospheric. The art, the music, the interaction, all work together to create this bizarre experience of controlling the lives of a strange and simple flock of followers. Just try it.