ghoulmouse: (Default)
So there's a thing that kinda bugs me about a lot of the criticism/discourse/whatever surrounding older games. Namely, there's this tendency to chalk way too many things up to either hardware limitations or the developers simply not being "advanced" enough at game design. Not to say that hardware limitations aren't real or anything -- obviously they're still a factor even now, and maybe if big developers actually acknowledged that we wouldn't get shit like the most recent Call of Duty being over 200gb in size -- but people are extremely quick to attribute design choices they don't like, or that don't fit in with modern sensibilities, to some kind of arbitrary limitation, as though the devs didn't WANT to use random encounters or limited inventory or whatever, they were just FORCED to do so by circumstance.

The other thing, that game design is a linear progression we are steadily getting unilaterally better at, is of course bullshit.

When the Super Mario RPG remake was coming out, it was pretty faithful to the original but added a few things that people called (ugh) "quality of life" and widely regarded as just straight upgrades. One of these things was making items stack in your inventory rather than each individual item taking up a slot. The thing is -- I liked that the game did that! A lot! It made you stop and consider what you were carrying around, if you really needed all those healing mushrooms or if Mallow was going to be enough, if those old accessories were REALLY worth hoarding. It meant you had to go into a dungeon WITHOUT a completely flooded inventory prepared for every eventuality, because if you did you wouldn't have any room for cool stuff hiding in treasure chests. It also made the game feel a little more cozy, a little more like going on an adventure with your friends, because it sort of encouraged you to imagine the characters ACTUALLY stuffing these items in their backpack for the road, since 20 bottles of syrup don't condense down into a single item in real life. Earthbound also used a strictly limited per-character inventory, presumably for the exact same reason.

Maybe you disagree with me on this, maybe you do agree but think the effects aren't worth the hassle, maybe you think the new inventory does something even better, maybe you don't give a shit at all, but I really think it's uncharitable to the artists who made some of the most widely beloved games of all time to relegate certain design decisions to, essentially, the realm of "mistakes". Making the inventory something you needed to kind of grapple with does run counter to modern game design sensibilities which favor making menus as fast, frictionless, and invisible as possible. Changing it to be more in line with that might be a good move (clearly a lot of people who aren't me think so) but it's not an objectively good move, because it's a different artistic decision that doesn't sit on a binary of good to bad.

So much of the rhetoric surrounding game design revolves around hashing out what constitutes "correct" or "incorrect" design decisions rather than looking at it in terms of what it might be trying to accomplish, and as someone who loves older games and also a lot of the ASPECTS of older games that people tend to consider dated, I think it's very frustrating.

I intended to post something about Final Fantasy 5, but somehow got sidetracked talking about design philosophy and also Super Mario RPG, a game I'm not even particularly invested in, but I guess maybe it constitutes important backstory for my thoughts or something. Anyway I'll just put the FF5 stuff in a later post.

I guess the other thing that's important to establish is: Video games are art, and not just the writing or the visuals or the music or whatever, I mean like everything. Tetris is just as much a piece of art as any RPG with an intricate story. I also do not think it's possible to divorce the "narrative" of a game from its "mechanics" -- it is always a complete package.

(This is also why I dislike the current trend of calling easy modes "Story Difficulty" or whatever...first of all it sounds weirdly euphemistic, like they're trying not to offend people with the suggestion they may prefer the game be easier, and second I'm sorry but I don't think reducing the amount of friction in some areas of the game results in more focus on the nebulous "story", it just provides a slightly different way of experiencing it.)
ghoulmouse: ([Pokemon] Fairy Type)
Dropped off the face of longform posts for a variety of reasons but I'm back now.

Not on track to win NaNo but I DO have a pile of about 20k words worth of meandering that I can maybe edit into part of something presentable. At some point I sort of accepted that if I ever got this fic readable I was going to have to cut a lot of what I was writing and just made peace with it.

I feel like I write a whole lot of stuff that doesn't work out lately, way more than I used to. Not sure if my standards got higher or what.

I cannot give up posting on Twitter for the life of me but my posts have started occasionally blowing up again (like in the range of 500-1k likes/retweets). It's equal parts dopamine and stressful. One of these was a joke post about how goofy the lines people draw between RPG genres are and I got people legit arguing about what constituted a "JRPG" in the replies, as though the totally arbitrary nature of these categorizations wasn't the whole point of the joke. Oof.

I've been replaying Hatoful Boyfriend (I played the original so now I'm cruising through the HD version on Steam) and I'm yet again struck by how good it is. This game kicked off an arms race of sorts where indie devs tried to one-up each other on insane dating sim premises and pretty much all of them flopped drastically because everbody really took the wrong lesson from it. Like, Hatoful Boyfriend has a silly premise but it completely commits to it, and builds on it to make something with substance.

There's just really no getting around just giving a shit, plain and simple. Even the goofiest, dumbest idea imaginable is worth making but only if you actually DO think it's worth making. Obviously this isn't the only thing wrong with the glut of failed gimmick VNs but I think it's like, the central problem. You can tell somebody thought the pigeon dating sim was worth making. Hatoful Boyfriend kind of leans into the "silly premise taken seriously" angle (though it is still pretty funny) but the content doesn't have to be serious -- I mean, I think another example of this is Barkley Shut Up and Jam Gaiden, which is 100% a joke from start to finish but it's a joke somebody thought was really fucking funny and committed to harder than I think anybody has ever committed to a joke in video game history. You just have to take what you're doing seriously.

I've been thinking a lot about game design, and ideas, and art, and ambitions lately. I don't think your idea has to be grand or meaningful or even like...good, necessarily, for any particular value of "good". You just have to think it's worth doing for some reason, even if it's just because the concept makes you laugh or you think it'll be fun to put together or you like to imagine people looking at the result and going "what the fuck". That's, like. That's the thing.

Of course, like all thoughts about art, this is a principle I struggle to apply to myself, lol.
ghoulmouse: ([FF4] Fight or Flight)
Time to get back to my roots and post some meta putting some minor detail of a video game under absurd scrutiny.

So I was thinking about FF4's hovercraft )