Double Agent
Link, descendant of Link, progenitor of Link - February 6, 2001 - Chris Jones

Disclaimer: The opinions expressed within this column are those of the participants and the moderator, and do not necessarily reflect those of the GIA. There is coarse language and potentially offensive material afoot. "Yes, why do we have to have evil?" "Ah... something to do with free will, I think." Don't say we didn't warn you.

There's one big thing I'd like to talk about in intro, but it's just as easy to respond to a letter about it.

Onward.

Monetary issues
Okay, I dutifully went and made my donation... now when the hell are you going to start selling GIA t-shirts?

David

I gotta say, this Honor System thing blindsided me just as much as any of you. Because I spend so much time working on the column, I don't have a lot of time to hang out in the staff channel and keep track of the latest developments - so I wake up this morning to see a big Amazon link on the front page where the DA link used to be.

I think I understand how a lot of you are viewing this - you like the site, you'd like to support the site, and you wouldn't mind throwing in a buck or two every once in a while. But at the same time you're worried about doing anything with online transactions, or maybe you don't even have a credit card. And your money doesn't even seem to go anywhere - if you send in some money, the site stays up, if you don't send in some money, the site stays up, but either way you don't know how much longer the site will stay up.

I don't have the answers, but I can say that I know and respect the guys that are running this site, even if I don't have a chance to work with them as much as I'd like. I'm positive this thing is above the board, and hell, I was half-tempted to make a donation myself, until I realized that I'd essentially be paying my own salary. (Figuratively speaking.)

Honestly, I dunno what else to say. I'll see if we can maybe get somebody from staff to send in a little more info, but in the meantime, I'm quite positive we appreciate every cent we get. Thanks much.

Art House Rant 1
I refuse to accept the assumption that the more control an artist maintains over his art, the more "actual" it is. Art is as much about the response of the viewer as it is about the brilliance of the artist, which is why you have Jackson Pollock paintings and Stanley Kubrick movies and a hundred other intentionally ambiguous creations. Art should be infectious and life-affecting, and in order to be that each person must have a personal and meaningful reaction to it. Why should the artist dictate how we should appreciate his art? It defeats the purpose.

Thus, considering the nature of gaming, your insistence that free-form games are "mere simulations" is also rather myopic. Art cannot be fully realized unless it makes full of its medium. One of the unique advantages gaming offers as a medium is the opportunity for a game player to "step into" a fully realized creation and interact with it as he sees fit. If you attempt to hold up games that *restrict* these options as somehow superior -- if you try to insist they must be more like conventional forms of artistic expression -- you are denying their very reason for existence. What purpose then does gaming have?

Considering the nature of gaming, I feel you are limiting their potential with regard to the future. Games are destined to become fully realized collaborative worlds, something a story or painting cannot capture. Not superior, not better, not preferred -- just completely different.

-JOHN FORD

Er... Kubrick's last, flawed movie aside, are you somehow under the impression that he wasn't trying to push a theme or idea just as hard as Sakaguchi did in the last few FF's? Have you seen Full Metal Jacket lately?

That rant aside, this is a debate we're not gonna solve anytime soon, because it's been enacted a dozen different times in a dozen different media. Some people see the point of the work in the vision of the creator, some see it in the reaction of the audience. And as a dozen different media have proven before, there's room for both - even now, gaming (RPGs, even) encompass both freeform massively multiplayer games and tightly scripted works like FF8.

All I will argue is that art doesn't have to make full use of it's medium. On the contrary, the best and strongest works are often constructed under tight restrictions that give the artist very limited freedom... which, paradoxically, demands absolute mastery of what they do have to work with. To put it in gaming terms - if you did have full control in Metal Gear Solid, you might not have battles like Sniper Wolf or Psycho Mantis, battles that you just wouldn't be able to set up in a free roving FPS. It's a tradeoff, but like I said, I personally (without saying everyone should feel that way) know which I prefer.

Le Mort de PSX
Chris

Hmmmm, it really seems we are at the end of an era. I received an omen today, a sign that the venerable PS is indeed on its last days. My second PS died on me today, just as its release list shrinks to DDR, Arc Collection and FFIV/CT. Suddenly my PS2 gets a good deal of use before the month of March, and my Christmas purchase is looking better than ever. As for my PS, its funeral will be held on Saturday, February 10th, at a date and time to be determined. Likely my backyard late at night.

As for Zelda, I say stick with what works until the GameCube version. These repeat characters are, for the most part, just showing up in Majora's Mask (a game using the same engine as before, released in the dying days of a system), and the upcoming GBC mini-series (a series of games using an old engine released in the dying days of a system). I suspect we'll see a lot of new ideas and perhaps even styles in any GC Link appearance.

Justin Freeman

I agree with you that the clarity of the Game Cube would give Nintendo a great chance to reinvent the series, but I doubt it'll happen. Some of the supporting characters' cartooniness might be toned down, but the blandly attractive N64 versions of Link and Zelda could easily be extended onto a next-gen system. Still, I'd like to see them get both experimental and photorealistic all at once, so who knows? Could happen.

It was Play something, I dunno...
Chris, you great thundering ninny! Nintendo's arcade machine was the "PlayChoice" (which came in flavors of 5 and 10), not the "Play Station." There were also "V.S." series Nintendo machines, which linked two copies of a game together in parallel arcade units and let you play head-to-head. I remember playing both Excitebike and Super Mario Bros. that way at many a dreary skate rink in my youth.

I still love you, but our prom date is definitely off.

Bereft,
J. Parish

Yes, ok, fine, you're right. I should have checked that before I put the column up. At least I got the first word right, tho, and nobody else has corrected me on the rest of the reply, so I guess I'm still ahead of the game...

But now my carelessness has cost me the only man I ever cared about... *sniff*... dammit, come back to me, Parish! I love you, man!

Or I love your site. Same difference, right?

Pretentious? Moi?
"This was a great letter, and then it just kinda wound down without going anywhere. You have an admirable grasp of the basics of both PC and console RPGs, but you failed to use that information to say much of interest. Bummer."

Jesus!! When did you come a college professor???? All you missed was adding a big fat F.

H-Box
Who recognizes this all too well.

Aside from the fact that I wasn't entirely serious, I'm not gonna apologize. I look for a lot of the same things anyone does when they're seriously grading a paper - grasp of the material, conciseness of presentation, synthesis of new ideas. Obviously if someone's sending in an email that's meant to be a joke, or just an idle comment, I'm not gonna hold them to the same standards, but if you present yourself as trying to make a rigorous analysis and statement about RPGs, you'll have to finish what you started. And Eightball (who's a solid writer by all indications) didn't. End of story.

Taste my anime-style refreshment!
Zelda, the franchise. This series has continued to innovate game play in many areas over the years. Why then, have the characters remained almost unchanged?

Though Link has retained his classic look since the beginning, changes in overall style have been made only whenever a new lead character designer is assigned to a new Zelda project. The same can be said for virtually all of the enduring Zelda characters.

The changes made to the characters are usually very subtle, and to the average gamer, not at all noticeable. On the subject of Talon: well, if anything bothers me about Talon, it's his 'unobvious' resemblance to Mario. That's just annoying.

The recent Zelda GBC character art has actually refreshed me quite a bit. A whole slew of new characters and very interesting bad guys have been introduced. The new character designs are very imaginative, and I'm glad that it retains the N64 games' 'anime' style. While it would be nice for some characters to receive new clothes at the very least, I'm happy to see that the new races and characters introduced on the N64 are making the transition to the GBC.

Chris, I think your question revolves more around the style of the characters, not the lack of new characters. Talon hasn't changed in design since OOT. That doesn't bother me. What bothers me is that some of the more integral characters to the game have not seen any noteworthy design changes since the original Zelda. Link still wears his 'Peter Pan' outfit, and man, do I hate those similarities. I think Majora's Mask truly introduces the player to a new design of a classic hero, Oni Link. This character design should be given his own game. Oni Link could easily become the new image of our beloved, princess saving, hero.

I don't think we'll ever see drastic changes to any characters, old or new, in the Zelda series, or any of Nintendo's home brewed games. The franchises that Nintendo creates thrive because the character designs are engrained in the minds of the players. While I'd like to see the major characters receive a costume change, it's more likely characters like Talon would. Why haven't they? Good question.

Graeme

Yup, pretty much what I was thinking, except that there's likely a strong contingent of gamers out there who'd get very upset if Link lost his green threads. More than that, there are casual gamers out there who might not even recognize a Zelda game as such unless Link started out wearing green, so there are market forces at work here too. And in that situation, secondary characters are perhaps all Nintendo can change... which is rather sad, in a way, since the original Zelda broke games wide open with the introduction of bold new ideas, and now the series seems trapped by its own past. With that it mind, is it any wonder Sakaguchi seems hellbent on making changes to Final Fantasy?

Art House Rant 2
As the person who originally wrote that letter about Fallout 2 a couple of days ago, I thought I'd write in again to clarify my position and offer a compromise between current Console and PC RPG styles.

Are player involvement and non-linear, do whatever you want gameplay one and the same, with no possible middle ground? Certainly not!

Storyline and deep, complex characters aren't necessarily a problem, but they open up the possibility for problems. Cecil in FF4 was not very complicated... his quest felt like MY quest. FF6 didn't really have a traditional "main" character, so it was really the player's quest. FF7 was good, but with FF8 Square took it a step too far. FF8 seemed like Squall's quest, not mine... I felt like a bystander. Too much of Squall was created by Square, so he couldn't feel like your character like Cecil did even though you didn't "make" Cecil or have the option of going straight to Zeromus in the first 10 minutes of FF4.

The same can be applied to Rosa and Rinoa. Rosa wasn't developed, so you could "fill in the blanks" and make her into your ideal heroine. Rinoa was the complete and total creation of Square with no room to do that. I didn't like Square's creation, so you could imagine how annoying the "Eyes On Me" spaceship scene in FF8 was for me.

It's less about "WHY CAN'T I JUST KILL THE GUY" than it is "WHY DOES MY CHARACTER HAVE TO FALL IN LOVE WITH HER? I HATE HER! GIVE ME QUISTIS OVER HER ANY DAY! GRRRRR! WHY THE HELL AM I PLAYING THIS GAME ANYWAY?"

An essensial part of RPGs is the feeling of involvement, not really complete and total control over your invovlement. I see no point in "playing" the movie that is FF8. I don't like Square's approach of trying to turn RPGs into playable movies, because then instead of going on a quest like an RPG should be, you're playing minigames and card games and then watching a bunch of stuff happen to a bunch of characters who you may or may not care about. All RPGs have, until FF8, had a personal feeling like you were involved.

A happy compromise? Have a story that the player must follow... a good, well-crafted main plotline. Have pre-made characters who are an integral part of the game world, but leave certain things about them to the imagination or the player's choice. This'll ensure a top-notch plot that the player can feel like they're a part of as well. FF6 touched upon this... perhaps some RPGs should pick up where it left off. I'm not even suggesting that cinematic and "do whatever you want" RPGs should be done away with in favor of this, I just think it would be nice if some games took this or an alternate middle ground. Actually I think they're planning something like this in Anachronox... if it ever comes out. ION Storm is really gaining on Working Designs' delay record with it.

-Larry

This is well put, but I think you're missing something here - RPGs don't always have to be about you. Hell, I don't really want them to be about me - I know me, I know what I'd do in these situations, and what I'd do does not make for interesting drama or intense battles. I liked Squall precisely because he made some bad decisions at the beginning of the game, and spends the rest of the game trying to make up for them. But he's not a stand in for me, and never will be. He's his own person, the same as all interesting fictional heroes are. (As Cecil was, even... remember, Cecil and Rosa were the Squall and Rinoa of their day, and in a few years someone will likely be complaining how FFVIII allowed them freedom that FFXII doesn't.)

Beyond that, if we don't start allowing for main characters who are clearly not like us, then RPGs will always be crippled, because they'll always be limited to telling the story of their audience - the generic boy who becomes a man story. I've seen it, been there, done that, and now I want more.

And like I said yesterday, if you're not involved in FF8, it's not necessarily because the game lacks freedom - it could be because the writers haven't done a good enough job in selling Squall to you as a character, or because he's simply not someone you can relate to. And that's fine - not everyone relates to Sherlock Holmes or Yossarian, but they're still worthwhile for a lot of people. If you want free range and the ability to make your own choices, fine, there are games (the PC games which you seem to prefer) that will shove it down your throat. But FF8 was a more intense story for me exactly because it was so predestined, not because I blundered into plot branch #163 by accident. I don't think either one of us will be able to change the other's opinion anytime soon, so let's just leave it at that.

I'm not poor, I'm fiscally challenged
Hey Chris,

As one of the broke people who would benefit from a single console, I would make this argument: if there were only one console, the cut-throat competition would still exist since every developer would have their work cut out for them just getting their games noticed.

Of course, that will never happen, but what the hell.

-Drew

Right, except that a console system represents a lot more than just an empty stage to assemble a game on - it's also about architecture and design choices that affect the very nature of the game. The PSX/N64 schism was a great example of this, but even now the PS2 and the Game Cube, despite both being disk-based media with kickass graphical processors, are still very different machines, which in turn will likely shape the games that get put out on them. And cut-throat competition or not, that variety's what we'd lose with a single console system.

Recent advances in the field
People should stop using Fallout as the only model for PC RPGs.

It's obvious that console RPGs have advanced leaps and bounds since 1997. Look at Chrono Cross, Vagrant Story, even FF8. None of these even existed at the time Fallout 1 did. My point is, don't compare the PC RPGs of 1997 to the console RPGs of today. When you look at the latest PC RPGs, the old stereotype of "you can do anything, but there's nothing to do" breaks apart almost completely.

Let's look at Deus Ex, for example. Judging from the countless "Storyline of the Year" and "Game of the Year" awards, the plot is obviously on par, if not better than, most console RPGs. Despite this, it was also hailed for its massive non-linearity and freedom to do anything.

Or consider Baldur's Gate 2, a more traditional PC RPG. Again, the PC RPG freedom is there, along with a stellar, engrossing plot. The characters like Minsc and Jaheira are some of the most memorable in recent memory, certainly outshining the 40+ cardboard cutouts of Chrono Cross.

My point is, there certainly was a time when PC RPGs were shallow, randomly-generated number crunchers. For anyone who has played the best PC RPGs of the past two years, that is no longer the case. It's fine to prefer one style of RPGs to another...but if you compare the two, make sure you know what a PC RPG is today, not four years ago.

-Ybhan D'Ari

P.S. Become one with Juffo-Wup.

Ok, point taken that PC games have moved beyond the Might and Magic design... but I've played Deus Ex, and it's no Vagrant Story. And by the same token, there are console games that offer enormous freedom built around the bones of a plot, such as Shenmue. There are unquestionably gray areas on both platforms, but by and large, it's fair to say that both still follow the same philosophy that their distant ancestors did.

So stop pointing out the obvious, or I'll send you to the *basement*.

CAPITAL LETTERS ARE THE KEY TO A GIRL'S HEART
I'm not overly fond of the style of the recent Zelda games (Don't get me wrong though, they're still among the best.), but I also don't want Nintendo to come up with a whole new look for them. I'd like to see a new game that sucessfully duplicates the look and feel of the original Legend of Zelda in a 3D world! That would be MADPHAT!!!! The first thing they've gotta do is bring back the old Link. I'm freaking tired of the Link t hat looks like he should be doing Extasy with Denise Richards and James Van Der Beek at an LA nightclub. Where'd my stout, chubby, geeky little green hero go? They also need to change the design of the enemies back to their old ways. Did you see the octoroks in Majora's Mask and Ocarina? Should've called em octorNOTs, cause I couldn't tell that's what they were till Navi told me. And don't get me started on how badly they screwed up Zoras. Whilst I'm on the subject of enemies, where are my Moblins, Darknuts and Stalfoses? They all need to make a come back. They also need to bring back those NPCs. I don't wanna go into a freaking town to shop for items. I wanna go to random caves with surly shopkeepers who burrow their way into my heart with lines like "BUY SOMETHING WILL YA" and "BOY THIS SURE IS EXPENSIVE". Not to mention the good elderly folks I'm sure you all know and love. Of course, the dungeons should probably have more depth and graphical de tail than the original Zelda, but I wouldn't mind that, as long as they're filled with Darknuts and Mummies. But other than that, I think a new Zelda using the style of the first would turn out quite swimmingly, don't you?

-Melissa Tanchez

PS: Link should also obtain a moped powered by his own sense of self sat isfaction during the game.

Actually, I don't think it would turn out quite swimmingly - I think OoT was about as close to the original as they could have gotten in 3D (with the possible exception of the overworld theme). There were Stalfoses, even., they just had more than two frames of animation this time. All in all, a lot of what you seem to want to bring back was just accidental hilarity, not interesting game design.

But we cater to all sorts of opinions here, and chances are you do represent a large groundswell of opinion, so your ideas are duly noted, ma'am - thanks for submitting them, ma'am.

Art House Rant 3
Console RPGs, on the other hand, are heading more towards a storytelling medium with some interactive aspects. And that's an entirely different animal, because in the end it is the developer more than the player who's in control. A lot of people might have a negative gut reaction to that, but here's why you shouldn't: because when someone else is in control like that, you have the potential for actual art, as opposed to a mere simulation.

It seems to me that what you are saying is that the only way games can become a legitimate form of "Art" is to largely reject and discard the very thing that defines them as games--i.e. the participatory nature of the experience.

I'm sorry, but I couldn't disagree more. I think that to discard the defining characteristic of the game medium in order to ape an existing, accepted form of art (i.e. the drama of stage and film) is a terrible cop-out. When motion pictures were newly invented, I'm sure that many critics scoffed at the idea that this new form of entertainment could ever be considered Art. The movie directors of the day could have responded to these criticisms by making their movies emulate stage plays, with curtain calls and the action confined to the dimensions of a rectangular stage. But they didn't. They embraced and advanced the possibilities of the new medium in order to create an entirely new art form rather than copy an old one.

Likewise, game creators need to embrace and explore the possibilities of a medium in which the audience is a participant rather than a passive viewer. I won't say I don't enjoy linear RPGs, but I can't help but feel that the increasing predominance of games which can barely be called games is a shameful waste of potential.

--AWJ--

Ok, this is my last letter on this for a while - I greatly enjoy discussing art philosophy in a half-assed, dilettante, armchair manner (me, not you guys) but if I do too much of it someone will rightly wonder where all the game discussion went to.

Check your history - when TV was first introduced, it was essentially used for nothing more than televised plays. But the real innovations in the field didn't happen because someone woke up one day and said, "hey, let's push this thing as far as it can go", they happened because people slowly started experimenting and adding new features to the existing skeleton of the TV play. One of the greatest TV writers and producers ever, Rod Serling, was a veteran of innumerable TV plays, and most of his best work on the Twilight Zone isn't anything that couldn't be faithfully reproduced on stage or in a short story. But I dare you to tell me that it's not great television - far better, in fact, than most TV that does take full advantage of what multiple cameras and editing tricks can do, like the evening news or "reality programming" like Big Brother.

Likewise, it's not the case that there's no interactivity in games like FF8 - far from it. And I wouldn't mind seeing a bit more, if it's properly directed. But still, the core of the game could be put into the form of a really long movie, if it had to be. Doesn't mean it's not a game, tho.

And (I can only say this so many times in a single column) if that interactivity is put in at the expense of the developer's vision (assuming it's a worthwhile vision to begin with) then I don't want it in there. If it becomes the case where I'm just wandering around, being a knight in a game with several options but no real direction, as opposed to being Cecil and trying to save the woman I love, then I'll take the latter. End of discussion.

Closing Comments:

This is a game column, so let's talk about games. For the past few days I've been thinking that a really good game would be about more than just hand to hand combat, it'd be also be about planning, strategy, resource management, and negotiation, all presented in a wide variety of contexts. In other words, you'd need much more than a single battle engine to power your game, because the variety of tasks you'd be doing would be closer to real life than a classic sequence of menu driven fights.

But is this a good idea, or a bad idea? Would you end up with an interesting play experience, or a mediocre mismatch of genres, even assuming the game didn't end up a collection of watered down engines?

And while I'm thinking of it, if you've got a topic for Thursday's column (which would be published tomorrow) send it in. I'll see you tomorrow.

-Chris Jones, spent the past 4 hours writing this thing

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