Lament for the Fallen… Video Games

Lament for the fallen:

I am a great champion of the notion that video games are a powerful medium for storytelling and a legitimate art form — or, at least, I would be if I had a bigger audience. I have recently discussed here some of the major advantages of games as a storytelling medium.

But they also have unique flaws, as well, and perhaps the greatest of these is their lack of longevity. A book can be enjoyed hundreds or even thousands of years after it was written. I read and enjoyed Homer’s “The Iliad” despite it being so old we’re not even sure who “Homer” was, where he lived, or even if he was a single person or a group of people. Movies, likewise, can continue to be seen long after their release.

Video games aren’t like that. They quickly fade into obscurity after just a few short years, and even those who do bother to go back and look at old games have to deal with all kinds of technical hurdles and compatibility issues, not to mention the difficulty of finding the games in the first place. And let’s be honest; even the most open-minded gamer isn’t going to enjoy the crude graphics and awkward interfaces of older games.

And so many brilliant games are destined to fade into obscurity. Many already have.

One such example near to my heart is a little known series of real time strategy games: Myth: The Fallen Lords and Myth II: Soulblighter. They were an innovative pair of games released in the mid-90s with features such as a realistic physics engine the likes of which I’ve rarely seen equaled even today, let alone 15 years ago.

But what really endeared them to me was their epic, bleak fantasy storyline, which I suspect was strongly influenced by Glen Cook’s “Black Company” novels. Told from the perspective of anonymous front-line soldiers, the Myth games managed to make a vast war between Light and Darkness seem incredibly real and believable by focusing on the human toll of such a conflict.

They also featured a vast universe with a rich and fascinating history, but interestingly, they told us little of that history, favoring isolated snippets here and there over lengthy info-dumps. I’m not normally a fan of such ambiguity, but in this case, it furthered the feeling of reality. The history of the world was common knowledge; why would the characters waste time explaining what all of them already knew?

Another interesting thing about the Myth games is the way they defied traditional fantasy archetypes. Instead of Elves and Dragons, we had original creations like Gholls, Trow, and the nightmarish Myrkridia. Instead of the traditional Judaeo-Christian paladins, Myth’s holy warriors, the Heron Guard, were inspired by Aztec and Maya cultures, bearing names like “Ten Jade Puma.”

But then Myth’s developer, Bungie, was bought by Microsoft and shifted focus to a new game called Halo: Combat Evolved — you may have heard of it. The Myth franchise was passed on to unknown developer, which promptly released Myth III: The Wolf Age and essentially butchered the franchise like a hog.

And so Myth faded into obscurity. But by no means are they the only great games to suffer such an inglorious end. They’re merely the example most dear to my own heart.

So let’s appreciate the games we play now while we can, and perhaps spare a moment to remember not just Myth, but all the other brilliant games of the past who have fallen by the wayside in the breakneck progression of the gaming industry.

What of you, dear reader? I’d be curious to hear any tales you have of great or beloved games who were forgotten over time. How do you feel about the short lifespan video games have? Do you agree with my regret over it, or do you think that it’s fine for a game, once played, to be forgotten?

Murozond, In Utter Darkness, and Why Games Are Awesome

You may not agree, but I firmly believe that video games are an art form equal to movies, books, or any other story-telling medium. They have their disadvantages when it comes to telling a good story, yes, but they also have their own unique advantages. Lately, my mind has been on some examples that excellently demonstrate these advantages.

It begins with some bad dialogue:

“You crawl unwitting, like a blind, writhing worm, towards endless madness and despair!”

Murozond (Nozdormu) in the new End Time dungeonIf you’ve played World of Warcraft recently, you no doubt recognize this quote from the new dungeon, End Time. Now, this is not a good piece of dialogue by any stretch of the imagination. It is, in fact, almost embarrassingly cheesy.

But the interesting thing is that I never noticed this while running End Time. It only occurred to me while thinking about the dungeon afterward. Why is this?

It’s because I was too busy thinking, “OMG that giant ****ing Dragon is headed right for us! OMG we get to rewind time! OMG this dungeon is so awesome!”

And this is what makes games so interesting as a medium for story-telling. The player is not a passive observer; they’re right in the action. This creates a level of immersion that no other medium can duplicate. It’s easy to ignore minor flaws in the story — like some bad dialogue.

Players battling Murozond in End TimeNow, you might say this is a crutch to conceal bad writing. And sometimes, such as in the Murozond example, it is. But when the writing is good and combined with interesting and immersive gameplay, you get something truly special.

And that brings us to our next example.

It ends In Utter Darkness:

The Protoss mission In Utter Darkness in Starcraft 2: Wings of LibertyIn Utter Darkness is a mission in Starcraft II: Wings of Liberty. It is supposed to be a vision of the future in which the last survivors of the alien Protoss make their final stand against the Zerg Swarm and their Hybrid masters.

The overall objective is “witness the coming apocalypse.” The mission invariably ends with the Protoss being defeated, but for the sake of challenge, you have to achieve a certain number of enemy kills to move on to the next mission. (As an aside, my record is about 3,400 kills on brutal. Who bad? I’m bad. :D)

But In Utter Darkness has a second objective, and this is where it gets brilliant: “Defend until the last Protoss falls.” In other words, the mission will not end until you are wiped out.

Blizzard could have been predictable about this. They could have just ended with a cinematic showing the end of the universe. But they didn’t. They took full advantage of their medium and made the player an active participant in the end of all things.

Now, you could just let the enemy win to save time, but there are achievements for holding out longer, so most people try to cling on as long as they can.

Protoss colossi in the Starcraft 2 mission In Utter DarknessBut the enemy attacks will grow progressively stronger, the light progressively dimmer, the longer the mission lasts. Inevitably, you will be defeated. No matter how hard you fight, no matter how brilliant a player you are, no matter what, you will be forced to watch as your best-laid plans fail and your mighty fortress is ripped apart before your very eyes.

It imparts an amazing sense of hopelessness, of futility. And it hits so much harder than it could if In Utter Darkness was a movie or television program, because it was you who was fighting to hold back the fury of the Hybrid, struggling in vain to preserve some hope for the universe.

All this is further reinforced by how powerful and dramatic the Protoss units are in-game. You can incinerate massive waves of enemies with the thermal lances of your robotic colossi, shatter armies with the psionic storms of the high templar, and bend time and space to your will with the Shield of Aiur mothership.

And yet it’s still not enough, and this hammers home the terrible, unstoppable power of the Hybrids.

The Zerg and Hybrids overwhelming the Protoss in the Starcraft 2 mission In Utter DarknessIt’s a perfect synthesis of gameplay and story-telling that makes for a unique and powerful experience.

And that, my friends, is why video games are awesome.