Double Agent
Infinity Impossible - August 30, 2001 - Nich Maragos

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. I'm living in an RPG endgame. Don't say we didn't warn you.

The amount of support we've gotten in the past couple days has been staggering in the best of ways. We've raised so much in such a short time; I hate to sound greedy, but where once I would consider us lucky if we made enough to keep us going for three months, now I find myself rooting for enough donations to go all the way and get Andrew in that silly outfit again. Hopefully, we'll have a good enough incentive by tomorrow afternoon to make that happen ... but for now, the column.

Fear him
HAHAHAHAHAHAHAHAHAHAHA!!!!!!!!

I TOLD YOU SO!!!!

NO SLEEP FOR YOU!!!!

-Nick-V, Who will only use his powers for good, starting now.

What worries me about this letter is that I actually got it before the recent server nightmares, during which I got very little sleep indeed. Let's hope this man does indeed put his strange and terrible power to a better use, or we could all be in trouble.

The play-by-play man
With Space World news slowly winding down, I have to say that...for the most part...I liked what I heard. Lets get the bad out of the way first...

The delay: Granted, I know this delay is good thing, and it's being done for good reasons, but two extra weeks is still two extra weeks. Seeing acres of Xbox on shelves before the Gamecube will be a sad thing. And acres = 2 Xbox units. Have you seen the size of the packaging? You could use that thing as an emergency shelter.

A lack of Spice: Why no orange Gamecube for us, hm? Just think, a Black one, an Orange one, and it's being released right before Thanksgiving. It just makes sense. Guiding Luigi through a haunted mansion kicks ass compared to eating triptophene laced birdmeat any day.

No Square: Not surprising, but I still held out a shred of hope. That shred has now been all but atomized. And FF remakes would be SO perfect on the GBA too. Alas...

And the good?...

Two colors for the US launch: Granted, I wanted the silver one, but black is still better than purple. Black Gamecube. Very Borg. I'm happy.

Strong Launch lineup: The best ever? Possibly. Certainly seems like it has something for everyone. And Pikmin is practically a launch title now. Nice.

New Mario and Zelda games next year: Excellent news. Folks may be worried that they'll be too different, but not I. Miyamoto has provided me with well over a decade of fun, and I've learned to trust the man, even moreso than Hironobu Sakaguchi, and that's saying a lot...

GBA flood: The old-school wonder has tons of great games coming. From new RPGs to old classics. Spiffy. 8)

And at 4-3, the good outweighs the bad, and thus Jay remains happy and all is well. All that could make him happier would be an explanation of what Mario has on his back, and of course a Doshin the giant VS The Iron Giant simulation, but I don't see that happening.

-Jason Alexander

Thanks for feeling exactly the same way I do and writing in about it, so I don't have to type up my thoughts. The only difference is that I'm still fairly certain we'll see the SNES FF remakes on GBA eventually. From what I understand, the big reason that NCL is frowning on Square developing for the handheld is that they're not supporting the GameCube at the same time. As the only viable handheld on the market in America (and as the dominant one in Japan), the GBA is a money machine for practically anyone who wants to develop for it--but the GameCube is an untested system facing two major competitors, and needs muscle. Should the rumors about Final Fantasy XI for GameCube prove true, I'm sure that FFIV-VI on GBA will follow suit.

In the beginning was the void
Nich,

There was nothing shown as Spaceworld which changed my opinion of the Gamecube. With the exception of Soul Caliber 2, all of the games had already been announced. What would have made me dizzy with delight was a quality rpg developer (i.e. Square, Enix, Konami, Namco or Atlus) announcing a project for the Gamecube, but instead Nintendo is reduced to hyping an rpg from From Software, who has the worst rpg track record in the industry. With the interesting looking Morrowind coming to the X-box (and no doubt may other PC ports on the way), and the PS2 having FFX, Xenosaga, Wild Arms 3, Legaia 2, Suikoden 3 and Kingdom Hearts on the way, it looks like the Gamecube is going having the dubious distinction of having the weakest line-up of rpgs.

-Mark

That's true, but it's always the case with launch lineups for any console RPG. So the GC only has a From title in the way of launch RPGs--so did the PS2, as you're well aware. And it's not true that there's nothing interesting on the horizon; rumors persist that Dragon Quest will be a Nintendo-based franchise again, and Rare's Kameo: Elements of Power is already confirmed. So give it time, there are undoubtedly some good things that just can't be announced at the moment.

Reading between the lines
I think I'll be watching Miyamoto with a more curious pair of eyes at this point. Not so much because I think his new concepts are whacked, and more because of the symbolism. To my impression, Miyamoto is a man who lets himself permeate his game designs, so it would seem congruent that the elements added to his newest works could be interpreted on some level. For example, both Mario and Luigi appear to be making very heavy use of 'gizmos' in their upcoming adventures. While I'm not halfsacked enough to presume Mario will always be walking around with that bigass water-heater looking thing on his back in Mario Sunshine, this is the first time he has really been equipped with something large and mechanical.

Could this mean that Miyamoto subconsciously sees himself as one relying too much on the gimmicks of hardware? He now has less of the whimsical self-invention -- of having magical hats and costume pieces (and funky fungi) empower a body -- so now the body is merely a vector for the function of a machine.

Of course, the 'fun' part about psych interpretation is that you can easily read too much into anything. Sometimes a vacuum is just a vacuum. (..Sorry for the cliché. But not sorry enough not to say it. ;] )

-Jagger

Interesting theory. My opinion is that Miyamoto has repeatedly stated his love for Samba de Amigo in the past year or so, and the new gadgets that his character sport reflect nothing more than his newfound love for external peripherals. Which just proves once and for all how influential and groundbreaking that game was. Ahhh, Samba ...

And by the way, I don't think anyone who can come up with Pikmin is in danger of going Borg in the near future.

... whatever.
...Well, if we actually saw some FUCKING MARIO SUNSHINE PICTURES I'd have a better idea of the Gamecube! I wanna see an actual Mario platformer, not this Lugi's Mansion crap.

No, scratch that. I know exactly what the Gamecube is. Call me rash, but seems like it's the Nintendo 64 with the same damn marketing and everything, except now Nintendo has Electronic Arts and Sega. Whoop-dee-doo for RPG gamers, who are now a crucial part of the gaming audience, and Nintendo consoles haven't had a decent RPG since 1996. The Zelda games don't count, because they're Adventure games (and always will be, contrary to what Nintendo wants you to think). And Kameo:Elements of Power? It looks like the same ol' Pokemon shit.

Speaking of Zelda games, the nerve of Chris Jones to say the N64 Zelda had good writing! They had horrible writing; I was disgusted. When Zelda tried to be serious, it just ended up sounding stupid! If anyone...ANYONE thinks OoT and MM were the pinnacles of storyline and dialouge, they have not read a good non sci-fi/anime book in far too long and have lost the concept of what good plot/dialouge actually are. I sentence them to play The Longest Journey for a while and re-adjust their standards.

-An irate gamer

I own a Nintendo 64 and regret the purchase--but even I know you're wrong. I shouldn't even have to recite this particular litany by now, but here you go anyway: cheap optical media, simpler development tools, hardware on par with the competition, quality third-party games, etc. etc. blah blah blah. The GameCube is a veritable object lesson in how to correct the mistakes of the past, and if it fails, it won't be for any of the same reasons that the Nintendo 64 "failed." (Which it didn't, by the way. It may not have been for me, but it did very well for itself.)

While we're arguing about things, let me educate you on the difference of saying something is "good" and that it is "the pinnacle" of its field. To wit: nobody ever argued that Zelda OoT and Majora's Mask had the pinnacles of storyline or dialogue. We just said they were good.

Maturity from someone who'd know
Spaceworld. Nintendo. Link. The whole fuss about 'Kiddy' vs. 'Mature' games.

I am rather serious about games, and gaming. In point of fact, have utterly devoted my life to games. 6524 games sit on my many shelves, and I have played every one of them, except the two I just got today. I have worked for most every major American game company as everything from an artist and animator to a designer and consultant. I live games. It's what I do, other than my online comic strip, or tending to my three spouses, during all of the hours of my day. It is more than a career...it is my very existence.

So what does this have to do with anything? I just realized something else, something that I just don't bother thinking about myself very often.

I am 41 years old.

Twice the age of most of your readers, at least, I would venture, and I have led a most extraordinary, eccentric, and diverse life by any possible measure. I am apparently considered to be rather mature, but not in the way that most people consider the term. Not old-mature. Worldly mature.

So, perhaps, just perhaps, the above gives me some slight credibility to say something of value about the whole matter of 'kiddy' versus 'mature' games, and what it means to BE mature with respect to gaming as either a hobby, a career, or a lifestyle.

The whole fuss going on is a bit silly, and I would like to tell you why.

The immature person is by definition insecure. A mature person is secure in themselves, and in what they like, they have developed taste and discernment because they have had enough experience of the world to make valid judgements; they have paid attention. The immature person is worried about labels. Adolescents illustrate this especially....their bodies and their world is changing, and they are awkward because they are still trying to define themselves and how they fit in the world. They worry about things like maturity precisely because they are unsure what it even is.

A good game, as the wisest among this forum have often stated, is FUN. Oh, it may teach, or be ground-breaking, or elevate this, or improve that, but the bottom line is that playing is more than worth your time, it is joy itself. That, beyond all the hyperbole, is the point.

When a person actually achieves a modicum of real maturity in life, they know who they are. They do not need to concern themselves with what others think, and they know that fun comes in all forms. The truly mature person never allows themselves to ever become old. Being 'old' is a stupid role to play. It is not being one's true self.

And what IS a person who is mature, true to their core? They are as much child as they are adult. They can play any part, but not become stuck, they can enjoy anything that is fun, simply because it is fun, and adjust their mind to fit what they are doing. They can play like a kid, or like an adult, equally. They contain all that they have ever been, and are comfortable, even overjoyed by that fact. They can be silly, as well as stern, and be good at either.

Very few human beings ever achieve this in life, as you may have noticed, in the manner of your parents, the people you work for, the people around you, most people in general. But it is possible, and you can do it, if you want to.

What this means is that to such a person, a hyper-cute, brightly colored, silly, funny, giggle filled game is just as appealing, just as wonderful in every way, as a dark, serious, intellectual, brooding, violent, and tragic game. If both are pleasurable, then the issue of who they are made for is -utterly- irrelevant. The cute game can be enjoyed because it is cute...not as nostalgia for lost childhood, but because true childhood still exists in the mature life. The dark game can be enjoyed because it is dark, because the fact of one's adulthood is self-evident. There is no question, no worry, no issue in either case. One simply switches gears, and plays.

What I want to say to you all is this: the real value of real maturity does not ever lie in "putting aside the things of childhood". That is merely growing old, dying slowly, inside. Real maturity is in forever being childlike, because that is where unalloyed joy ultimately lives, with the capacities of a worldly adult always at hand.

Shigeru Miyamoto is not catering to children, believe it or not. He is making games for himself to enjoy, and for anyone else like himself, that is to say an adult who is truly mature...childlike in the capacity for pure, simple, innocent joy in pretty things, able to find depth and wonder in those things, and to appreciate the magic inherent in a fairytale expression of art. Although his games sell to children, he is really making them for truly mature adults. That is why his games have adult depths, despite childlike appearances. Like great English children's literature, like Alice in Wonderland, or Gulliver, the real work was done for the adult doing the reading to the child. In the case of games, the adult is playing to the child still alive within themselves.

This is how you may tell the mature gamer from the one still trying to grow up: the mature gamer loves cute as well as grim, and has no problem transposing one to the other at a moments notice. Really growing up means you can love it ALL, as long as it's good...and demand that it be nothing other than it is.

-Jennifer Diane Reitz
UnicornJelly.com

Well spoken, as usual. Miyamoto said in the Spaceworld roundtable discussion (which I would link to if only there was a proper site there for the linking) that he doesn't see his games as being for kids but rather for all ages, which there's something to be said for. It was also the view that C.S. Lewis and J.R.R. Tolkien took when creating their children's books, and you can mark their success by the fact that these days, those books aren't considered "kiddie" at all.

It strikes me that most of what's considered "mature" is, in fact, for teenagers and not adults. When I'm home on break from college, the movies I'll suggest that we go see as a family are very rarely the same ones I would go see by myself. My parents would just rather see Shrek or America's Sweethearts than Memento or Sexy Beast, and it's not entirely to do with taste. They've moved past the stage where they need to have edgy, nigh-nihilistic messages leered at them by books or movies. If they played videogames, then Miyamoto's universal sensibilities would be exactly the sort of thing that would appeal to them--that, and the fact that he's actively working to make his games simple enough for anyone to control. Nintendo and Miyamoto know exactly what they're doing, never fear.

Dashed hopes
Heya, Nich. Hope yous doing well with the headache you must be getting from idiots who refuse to stop saying the "Z" word. Me, I'm not gonna.

The biggest excitement I'm getting out of all this Spaceworld stuff... is RUNE! I know, three screenshots and a 4 second trailer movie, and I'm drooling like a puppy dog... what gives? I'm not quite sure, but something in that game just speaks to me, demands me to listen, and if I try not to, wallops me over the head with an unseen mallet. Maybe part of my longing is from days past, and a game called "Arcana", perhaps another part is from actual card games, thirdly, a FEMALE protagonist, and a fourth whammy hitting me with the name. Rune. Rune. Rune. It's quickly becoming my mantra. C'mon, say it. It feels good.

This is the first pre-release game I've ever gotten this worked up about. *goes back to hunting the internet for more information on Rune*

-arc

I really hate to be the one to break it to you, but From Software is developing Rune. From Software has also been responsible for such gems as Eternal Ring, Evergrace, and the King's Field series. Even on their reputation alone, this would be one to watch out for rather than to look forward to--but we don't have to rely on reputation, as our own Drew Cosner had a chance to play it at Spaceworld. His thoughts:

"It's a total Might and Magic, Gauntlet-style dungeon hack. You run around in terribly uninteresting environments, randomly encountering enemies. (Goody.) As an example, the level I played was just a dark-forest deal; drab pallatte, nothing remarkable about it. You can tell how hyped I am about this game."

There you have it, straight outta Spaceworld. And you wondered why I didn't mention it earlier in the list of "real RPGs for GameCube" ...

Battlestarfox Galactica
Hey,

I'd advise all the people disappointed with the game I am forbidded to mention to check out Star Fox Adventures, which has the same kind of gameplay but with a much less childish look, more akin to the previous two games in "that series." (Indeed, the textures and special effects in the most recent shots are absolutely phenomenal.)

I was a little hesitant at first about the introduction of the Star Fox license to a game that originally had cool original characters, but the most recent trailer has convinced me it doesn't really matter. Fox looks he fits into the environment now, and the Arwing shooting segments look like an interesting change of pace.

Unfortunately, the game is likely to meet with sneering apathy from most RPG sites because it doesn't have swords and castles -- which is a shame, because it's shaping up to be an excellent game.

-Fritz

I have to say that I'm still not entirely convinced that Fox and company will be a good fit for the exploration sequences, though I am interested in the new Arwing stages. However, my reservations on the change of license are pretty much gone anyway, since it seems that Rare is keeping some form of their old characters around instead of jettisoning some of the most original designs the company has yet produced. So I'll probably end up getting this one, too.

And now time for some letters on death. I feel even more equipped than ever to handle this subject after a few days of the server being dead, dealing with a bureaucracy and wishing I was dead myself, and giving serious thought to faking my own death in order to avoid playing Beyond the Beyond. So hey ho, let's go, and mind the spoilers on your way.

Picking on the little guy
Eh. I've become so jaded to it that death, especially in video games, really doesn't affect me anymore. It takes a lot to shock moi; most just leave me shrugging my shoulders. "Oh no, another endearing character's death. How many ressurection rumours will THIS spark?"

Oddly enough, the most memorable game death I can remember in recent history was the slaughter of little Pilika's parents in Suikoden II. You only meet them once, but...sheesh, that bothered me ten times more than Aeris's much-lauded demise. I dunno why...Maybe it's just something intangible.

-Negative Creep

The phenomenon of NPC deaths is an odd one. On the one hand, frequently they're telegraphed to the point of laughability; when your party has to go assist a group of dragon slayers whose number includes a brave soul who only recently asked his sweetheart to marry him, he may as well forget about ever coming back alive.

But on the other hand, since they're not in your party, any NPC is potentially fair game for getting killed off, so it can be a bigger shock when it's handled well. As in most things, it's not so much the concept that's faulty as the execution.

The meaning of death
Hey Nich,

The death of characters in video games is no longer a shocking or intriguing part of the game. This is true not becuase we see it so often. No, it is because the death of a character has become nothing more than another shade of color on the game designer's palette.

When the designer neglects to do a good job attaching the player to the character and kills off said character, the player simply shrugs and moves on with his/her life.

I think that the best-written game character death has to be that of Meryl in Metal Gear Solid. Some may agree that Aeris' odd, wordless departure from Final Fantasy VII was striking, but MGS was more realistic and having Meryl interact with the player's character roped in tons of people.

-Conor R.
"L-Space"

This was pretty much my thinking on the issue of why character death isn't so surprising anymore. Developers don't seem to realize that death can be used for so many other purposes other than cheap shock value. I can think of a few ways to make death more interesting, and I'm just a lowly letters columnist. You could take the approach Brian de Palma used in his version of Mission: Impossible and make death a constant rather than a one-time-only event, creating an atmosphere of mounting horror and suspense--imagine if you started with a large party at the beginning of the game, and it got smaller as the story progressed, rather than the other way around. Or rather than presenting death as a shock, let the character be marked for death, and aware of that fact, so that it gives his or her actions more weight as he gets closer and closer to the inevitable moment. Or, since we're generally talking about fantasy RPG worlds where resurrection isn't uncommon, let's see the effect of that resurrection for a change. Would that party member have caught a glimpse of an afterlife? Would they even want to be alive again after going through dying once? The possibilities are many, but as yet unexplored.

No effect
FF7, TACTICS, AND 9 SPOILERS AHEAD

Damn... I dunno. Maybe I'm just not as jaded as some others. Maybe it has something to do with the fact that (other than FFX) RPGs don't have corny voice acting that can detract from the moment. But deaths typically do hit me with a lump in me throat. Brahne's demise in FF9 left me with a sad sense of irony; Kuja's was even more poignant. Even little Mog met his end with a bang.

Makers of RPGs, just like makers of movies, as long as they have the right things in there, can play certain people like instruments. There are things in contemporary movies that we've seen thousands of times before, but other than jaded moviegoers (which, again, I am not) people still feel what the director wants them to feel. I was on the edge of my seat during the FF movie, however much people said it was boring. I laughed a lot during The Emperor's New Groove, however much people said it was stupid. And I felt the same feeling of loss during the loss of Brahne as I did during the loss of Aeris (yep, I didn't know about it first; I think I'm the only one alive like that).

Of course deaths with a twist evoke more sympathy and thought than those just brutally murdered for no apparent reason other than "I'M BEING EVIL!" Shock value still counts (Teta in FF Tactics). Sheer enormity of the unfairness of life still runs through people's brains.

The advance of voice acting can serve to heighten the feelings being felt, but of course bad acting can even more easily detract from them. Time shall tell.

And of course if you're a jaded RPG player, chances are nothing in the world will make you feel the things you felt during your RPG youth. Saying that they shouldn't be in there, though, is just plain wrong for us simple folk who still have feelings.

-Cidolfas

What you say is true; if developers did a better job of developing party members, they could probably bring out the death trick as many times as they wanted and it would never lose its edge. Cinema has famously been described as "A series of scenes put in a particular order designed to leave the viewer with no choice but to feel one particular way," and RPGs are much the same. If they were designed a little bit better in such a way that we actually felt sorry for the characters meeting their fates, it would be one thing, but many developers fail to accomplish this.

Avenging angel
Nich,

Easy. Have the main character (or the person who the player has been playing as up to now) die. You're more emotionally attached to them than any of the minor characters, since you have more control over his actions and know a lot more about him than you could know about a NPC. Not to mention a player character death is a lot more surprising, since usually that means a game over. After the main character death, you have to get the other characters, who are probably discouraged by having their strongest fighter die in front of them, to pick up the pieces and avenge his death.

-Opera Floozy

This is another option that I'm really surprised no one's gone with yet. Chrono Trigger came close when Lavos killed off Crono, but that didn't stick. I'd be greatly interested in an RPG that completely switched characters midway through, due to the untimely death of the first hero.

"As important as pain and death"
Nich-kun,

Oooh, another steaming hornet's nest of debatables. Character deaths... hmmm. It always has had a deep, emotional impact on me... If a game's story is well written, and the characters are portrayed as people, you begin to identify with them. When that "bunch of pixels and polygons" is gone, it hurts, on two fronts. The first would be the identification the player has already done with the character's personality, and the second would be the amount of time the player has spent building up that character's strengths/levels. I'm not sure exactly how anyone could become "numb" to wasting 30+ hours on somebody, only to lose them, especially in games where characters do have unique battle abilities.

I know that dead characters CAN come back, but it doesn't really happen that often. There are things that the characters shouldn't be able to survive, like jumping off of an airship with a 10 megaton payload strapped to them, but it never shows them dying, so therefore, you know they will come back later. However, scenes where you actually see the character die, those are very tragic, because you know that they aren't coming back. Phantasy Star is an excellent series when it comes to dealing with "actual" deaths. I'll leave out any details, for spoiler reasons.

Taking these two thoughts into consideration, there is still a meaningful place in the video game storyline of today for character deaths, be it a noble sacrifice or a tragic waste of life. I think that there are very, very few people who are "numb" to this kind of plot point in a story, as I'm sure you're finding out by the overwhelming amount of emails.

-arc

I'm glad you brought up the point about characters being wounded instead of killed, because I'd like to use it to illustrate something I thought was more powerful than many a character death: Meryl's ventilation at the hands of Sniper Wolf. Conor R. brought it up earlier, but let me elaborate here. It was a grisly, protracted scene, and it packed all the more punch for it. Meryl was a well-defined character who was being made to suffer before our eyes, which if you think about it, can be more painful to watch than a quick and instant kill. I also wonder, incidentally, why we don't see this kind of thing employed more often on the villain--"death's too good for them" and all that. But that's a discussion for another time.

Closing Comments:

In only his second day as Double Agent, Chris came up with a fantastic idea to replace Drew's old graphical "awards." For everyone who wrote a truly insightful or otherwise stellar letter, he'd compose a gushing hagiography in their honor. I was always sad to see he didn't use it that often. So allow me to pick it up, just this once, in his stead.

Consider the name "Chris Jones." It speaks of a certain dry unassuming nature, as indeed the surface level of his work can be read as. Crack the surface of the man or his columns, however, and you shall find a depth equalled only by the darkest of the bathyspheres on the ocean floor. Rare is he who can wax so eloquently on such diverse subjects as console RPG storylines, hardware sales, control schemes, artwork, music, and so much more. Lesser columnists flounder about, trapped in their own preconceptions and misinformation; only a master such as Chris Jones can step out of his own position and survey both it and the opposition viewpoint with the same harsh, unyielding eye. But never let it be said that he failed to give credit where credit was due, or admit error when a supplicant had gotten the better of him. Chris Jones' humility has served him just as well as his keen insight and vast knowledge, and our lives all have been enriched by his daily offering.

Tomorrow is his last day, so why don't you give it a try? Send him your own hagiography, and if you don't feel up to that, then at least don't let him go without seeing him off properly.

-Nich Maragos, getting all misty

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