Double Agent
Running back and forth - April 4, 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. Play the action movie! Eat the action popcorn! Don't say we didn't warn you.

Sorry this is late, I was grading tests all night. Still, I got off better than some of the other TAs, who were reduced to gibbering, incoherent wrecks by the end of the night. May god have mercy on their souls.

Onward.

A bigger, shinier NES game
Today's topic really touched a chord with me. I've been thinking exactly the same thing lately. No one does anything new any more. For instance, I was just reading a feature in this month's OPM about Medal of Honor: Frontline. These guys are going the distance, rerecording gun sounds with live rounds instead of blanks "for better accuracy." But no matter how accurate all this beefing up is, it's still Medal of Honor, and the developers even say so. I quote: "I've done this with the guys before, and now we're essentially just doing everything on a much grander scale."

As magnificent as I expect this game to be, doesn't this kind of outlook scare anybody? Nextgen systems like the PS2 have enormous untapped amounts of power, and nobody's using it to do anything really, honestly *different.* I just bought Star Wars: Starfighter. Isn't it just a simpler, better-looking Colony Wars? And isn't *that* just a slight remake on the classic Wing Commander formula, found on the PC a decade and half ago?

It's just how like every fantasy novel ever is directly based of the stuff found in Tolkien's Lord of the Rings series. I want to see true innovation, and I'm not finding it. And it frightens me.

-Eightball, encouraging everyone to think outside the box!

Innovation's out there, in both games and in fantasy literature. (Tim Powers. 'nuff said.) But shiner versions of the same old same old still sell, which is why we don't perhaps see real innovation too much. There's a lot that could have been done even with ZOE - a Blaster Master deal where you could actually get out of the mech and explore and interact with the surroundings, for instance. Of course, ZOE was too early on the learning curve to do something like that, but I'll expect something a bit grander in the future. I just hope people will support it when the grander stuff does come out.

What is a game? What is a huge freakin' letter?
I think the question to ask is, "What is a game?" You say ZOE just boils down to a bunch of fetch quests but all any game really is is a task or a series of tasks laid out in a particular way so as to try and evoke enjoyment from the attempt at and hopefully completion of those tasks. A game, especially a video game, as you of all people should know well, is literally a program; simply a series of routines.

Now, there are several things that game creators have added to games in order to help that enjoyment be realized. Graphics, plot, character development, story, game mechanics, music, even controller lay-out are all devices used to attempt to help the gamer complete the game's task(s) with a relative sense of having experienced fun. The difference between Street Fighter II and Final Fantasy II are just a varying of the above attributes and it is the varying usage of such attributes which creates and defines genres.

What are you really concerned with in regards to these "fetch-quests" in games?

The Who: You don't like the characters undertaking the task.
The How: You don't like the way you are required to undertake the task.
The Where: You don't like the place the task is undertaken at.
The When: You don't like the time the task is undertaken in.
The Why: You don't like the reason for undertaking the task.
The What: You don't like the objective of undertaking the task itself.

Lots of gamers argue over these things saying things such as: "Medieval games are boring." "The graphics (or sound) sucked." "Character X had no reason to want to go save that town." "The menus were hard to navigate."

The thing is, from what you have written it sounds like you don't really have a problem with any of these on the whole. Rather you are complaining about having to undertake the task(s) at all and not so much about the what, when, why, etc. However, the game is the task(s). People have begun to think of games all wrong. The quests or tasks aren't just stuck in to drive the story along as you seemed to say. Story is there to facilitate the tasks the game requires you to undertake. You aren't going to have much fun with all the other stuff if there is nothing to do with it in the first place. Keeping with the same example, story is a big part of RPGs so a RPG with a story that does not properly accompany the tasks the game presents is not done as well as it could have been.

So anyway, if it is indeed the task itself you don't like; instead of just telling us you don't like the task, regardless of all the other attributes and accoutriments designed to put fun into them; describe what it is about the task in particular that was distasteful. Is it the idea of having to collect something; having to save someone; having to deliver something; having to kill a certain monster? I think you will find your dislike has less to do with the actual task or quest objective but rather a change that has occured, for whatever reason, in your preference of the degrees to which the afore mentioned various attributes are applied to a given task.

In the end though, you call ZOE an "amazing" game and then seem to refer to it's tasks as something just short of being the bane of your existence. "Are we forever doomed...," as you put it. If you really find it so amazing, just enjoy the game and move on!

Well, that was long winded. If you print it I'll try to give you a cookie.

AL

Excellent letter, and keep your cookie, but what I dislike about fetch quests is that they're just the same damn thing that I've already done earlier in the game all over again, and it's frustrating that I'm replaying the same battles in the same areas over and over while there are (presumably) much more interesting things that could be done. I'd like to see new and different objectives, or new weapons that could be creatively used in a variety of ways. Zelda's always been a good example of this - it's not just the same sword fights over and over again, because you're constantly asked to come to terms with mastering some new skill or technique to get through a certain area.

Look, ZOE's a game about giant killer robots fighting in a huge orbital colony in the orbit of Jupiter - I can think of half a dozen interesting things that could be done involving fights near the canopy alone. (Stop it from being broken, break it yourself to escape the colony, deal with air currents from a broken pane that try to pull you outside, knock enemy robots into those same air currents, etc.) Yes, that's difficult to program, and as I said earlier, maybe it's a bit much to expect from something this early in the PS2's lifecycle, but it's ridiculous to say that if I don't like fetch quests I must just have a problem with the setting and/or characters in the game.

Unnatural fetch quests are an abomination to the ordained order
Dear Christoph,

Fetch quests...I doubt we'll ever be rid of them. I mean, they're a purely natural cause and effect thing sometimes, and then there's the times when they're obnoxious and have no connection to themselves. A natural fetch quest, for example, is that you have to fetch the keys to your car before you can drive it. An unnatural fetch quest is one where, oh, you need to find a piece of cheese to feed an old man to get a key to unlock a chest to get a book to find the right page with the magic words that move the boulder out of the path. Those unnatural ones are the ones that piss off RPG gamers, and they don't put nearly as much into the subtle natural quests.

So, well, both quests are there to stay, because the natural ones happen...naturally, and the unnatural ones add a frustration difficulty and/or extend game length. So, therefore, unless they can pack a game with logical fetch quests and still have 40+ hours, then there will always be those annoying chain fetch quests that everyone dislikes.

--Opty

Thing is, I don't really want 40+ hour games if they're composed solely of fetch quests. Intro new characters, new gameplay options, or new plot twists, but unless the RPGs game engine is just really amazingly fun to play, don't send me in to a dungeon for a "story item" that I'll use once and never see again. As you say, natural quests are fine, but I'd like to get rid of unnatural quests once and for all.

The continuing Xenosaga saga
Hi Chris!

First, about yesterday's topic and how you said Xenosaga shouldn't be made (whatever, I don't have your response in front of me): I've been reading the Shadow trilogy lately (about to finish Shadow of the Hegemon). For those of you who don't know, Orson Scott Card wrote Ender's Game and the continued to write the rest of the Ender saga. Then he wrote Ender's Shadow and started the Shadow trilogy which discusses the events that happened during Ender's Game and a bit afterwords.

In many ways, Shadow of the Hegemon is to the last three books in Ender's saga as Xenosaga looks to be to Xenogears. However, even though I've read all Ender games before and I know what happens ultimately, I don't know how things happened the way they did. OSC was able to tell a story that stands alone, dependant of the Ender saga with a message of its own, even though everyone knows Peter became Hegemon and united the world in the end. People also see the Ten Commandments but they usually already know the story. Same with every other famous piece. You already know what happens but there are always new ways to tell the same story.

The story of Xenosaga, which will begin more than 10,000 years before Xenogears, will be that of the people of Earth, the discovery of the Zohar Modifier and the creation of the Eldrige. You can read about all that in Perfect Works, it tells it all. There are even websites online for those who don't speak Japanese. However, I would still gladly play the game. That's it, I guess. I think that the analogy to George Lucas is justified, after all it's the same team. What you mentioned in your column is the legal issues that will have to be dealt with, that's all. The story is legitimate, even if having it created not by Square isn't.

Second (remember that first up there?), you should switch your server to support GetRight. It's really annoying trying to d/load the 13MB FFX trailer and not being able to because you get disconnected. Give all of us with a 56K (or even less...) modem!

Zohar Gilboa

I've decided to hold off on the Shadow trilogy until I can read the whole thing at once, but what I was saying yesterday still holds - Card has every right to make new Ender books, or at least books in the Ender universe. The Xenosaga team does not. In essence, they're selling their integrity to put this game together. There's no question that the story has the potential to be interesting, but there's nothing about it that demands to be told. The game will probably be worth taking a look at, but there's no reason an equally interesting game couldn't be made based on something else entirely. Xenosaga largely looks like it'll be made because Namco wants to make money, and while I'm not so naive as to think that's not a very common thing in games, it does seem particularly blatant in this case, and an ill-considered way to honor one of the more interesting RPGs in the past five years.

Crap padding
CJ,

I could stand fetch quests...if they didn't make them so damn obvious. People complain all the time about "deus ex machina" in terms of endings or plot points, but what about in fetch quests? Example:

"Oh, the bridge just happened to fall apart while you walked into town. Unfortunately, that was the ONLY way to Town B, and the bridge-maker's son is lost in the caves to the south..."

Sometimes, I wonder if the script writers take their jobs seriously, or if the actual script was only two pages long and they needed to waste space. I wonder this because normal writers (of novels) wonderfully incorporate "fetch quests" into the actual plot their novels:

"The police raided Charlie's house, but he was already gone. Frank knew they had been close to ending this horrible goose chase, a recently lit cigarette was testament to that. On the table was a letter from Charlie which mockingly dared Frank to follow him to the abandoned warehouse across town..."

What I'm trying to say is that it IS possible to incorporate (or at the very least, disguise) fetch quests into actual character or story development; we just haven't seen it yet. All we can hope is that these writers are getting better after each game, and not that they're following some arbitrary set of guidelines for games.

-Red Raven

Agreed, agreed, agreed. This echoes what Opty was saying earlier about natural fetch quests, and underscores the point that, one way or another, the game should be kept moving. This is not 1989, and the novelty of fighting goblins or giant robots in a game has long since past. Either the actual fighting should be damn good (ZOE's saving grace) or the plot should be advanced, or something else should be happening. A pointless detour when you're headed some place actually interesting is simply maddening these days, and shouldn't be showing up, especially in a game that's under 10 hours.

One man can't control it all
Chris,

This is a great topic that my mind kept wandering to throughout my classes today. Of course, I should have been focused on the class but you know...Anyway what I kept thinking was even if some average Joe had an incredible idea for a game, how is it possible to pursue it? If you have an idea for a movie, somewhat adequate directing skills, friends, and a camera, you can make your own movie and show it off at a indie film festival. By the same token if you are in a local band, it is not terribly difficult to record a demo and, there are tons of indie record labels. The point I am trying to make is that one of the reasons that there are so many cliche's in video games might be that it is not the easiest field to get into as compared to some of the other arts. You at least need some programming skills and graphic design capibilities. Then, you need a development kit which costs more than it would to make a indie movie.

Plus, today's higher-powered video games don't lend itself to a singular artistic vision that a musicians or indie movie directors have. It takes a ton of people today to make a game than compared to the NES days.

Anyway, I have a British Lit test to study for. Chris, I don't know if this makes as much sense as it did in class, but what do you think?

Dwayne T.

It's not as impossible as it seems to get into gaming - the PSX had the Net Yaroze, and the X-Box has the fledgling developer program. Beyond that, you can always throw something together on your PC if you're driven enough, or want exposure in the professional world. Programming talent will always be a prerequisite, but that's hardly unfair. But one way or another, some developers do manage to claw their way to the top, and their vision seems to be at least as strongly imprinted on the resulting games as a film director's ideas show through his films. Gaming directors may not be able to do everything they want, thanks to time and budgetary constraints, but I can't quite bring myself to believe that it's "the system" that keeps fetch quests showing up in games.

Closing Comments:

Unfortunately, I suspect a lot of people will use tomorrow's topic to froth at the mouth over exactly how far they'd go to get into gaming, but it's still worth discussing. Take a look below and I'll see you tomorrow.< p>

-Chris Jones, tired of reading wrong answers about interrupts

Topic for Thursday, 04/05/2001
Chris,

Recently, I was offered a job at my university. It would entail getting the source code to one of EA's hockey games and modifying it to add some information about concussions. Basically, when someone would get hit, the announcer would cut in and say something like "he's going to be out for six months and he might even need a CAT scan!" Then they would get kids to play the game and see if they played real hockey more safely. For various reasons, I turned the job down. But it brings up an interesting issue.

A lot of us here would go to great lengths to get in the game industry. But what if that involved working on a really dumb project, or even worse, on edutainment? Are we not morally obligated to eradicate the world of such evils? Would YOU make edutainment? What if your brother was making edutainment? Would you stop him?

These are serious issues with profound consequences, my friends. You would do well to heed them.

-CS-
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