Things That are Rubbish

By: Tom Hatfield

Published: April 27, 2010 Posted in: PC Gaming Nonsense

I’ve spent most of the last few weeks writing about Bloodbowl, so and as such it’s merely friends and twitter followers that have been subjected to my occasional outbursts of anger, it’s time to change that. Sometimes a good rant helps clear the blood, but you don’t want to do it too often or you just seem bitter and twisted

So what I’m going to do, right now, is rage furiously and unfairly at all the things I think are crap in games, from the general to the insanely specific. It’s not really thought through in depth, so feel free to respond if you disagree, it also contains lots extemporaneous swearing and not a lot of screenshots. Sorry.

The Social Aspect of MMOs

Rubbish - Social

You have no idea how many times I’ve criticised the gameplay of MMOs and hear the reply “Well it really gets good when you play it with a bunch of friends at the same time.” To which I respond “Well no motherfucking shit Sherlock, because this is true of all bloody games!”

Seriously, everything is more fun in co-op, that doesn’t mean it’s any good, or that it doesn’t also have to stand by itself, you know why World of Warcraft is fun with your friends? Because your friends are fun and interesting people! (except Dave, he’s dull as fuck) seriously, they’re providing the entrainment, which raises the question of who should be paying who here.In fact the only thing that MMOs actually add to the experience, over, say, co-op, is not your friends, but the hundreds of other people (90% of whom are, let’s face it, dicks) who you can’t get rid of.

Don’t get me wrong, MMOs have a lot of potential, but their gameplay mechanics are, near universally, terrible, and if we continue to simply avoid that because we happen to play them with fun people, there’ll never be an incentive to fix them.

Driving in GTA Games

There’s actually an awful lot about Rockstar’s bloated, overhyped behemoth I could object to, but let’s keep it simple and stick to the most woeful feature. The game is called Grand Theft Auto, cars are inevitably involved, so why on earth to they handle like fucking moon buggies?

It made a kind of sense in the initial 2d incarnation, but ever since the series transitioned to 3d and became increasingly serious, the fact that it takes superhuman driving ability to get from a to b without actually killing half a dozen civilians and ending up in a chase with the police becomes increasingly infuriating. GTA4 spends every five minutes trying to get to to go out for a drink with friends or women (yes, in GTA the two are mutually exclusive) yet the excruciating driving mechanics mean simply getting to the bar involves twenty three dead and a high speed chase.

Rockstar are clearly aware of this problem, that’s why they patched over it with GTA4′s magical teleporting Taxis, the equivalent of bandaging a cancerous tumour, get that shit down to the metaphorical hospital and surgically remove the fucker.

Dwarf Fortress’s UI

“Oh it’s just not a priority for him” the fans cry, “Then sir, his priorities are wrong” I retort, with Churchillian swagger. Dwarf Fortress is an interesting and complex game, like an infinitely detailed version of Dungeon Keeper, yet many people who could theoretically be interested in it can’t play it, because the UI is so unfathomably, incredibly bad.

One could blame the ASCII graphics, but thankfully community and modders have taken up the task of replacing it with a more coherent substitute, when they haven’t done however is replace the truly abominable control scheme with a simple mouse and hotkey interface, rending the game playable.

In the end, the Dwarf Fortress UI can be traced to the same reasons as the graphics, they’re kept at a primitive state not because anyone likes them (because let’s face it they could have to be mad in order to do so) but because the community enjoys the exclusivity it promotes. Learning to use the DF UI is like circumcision for Judaism, it’s a rite of passage that shows you worthy of joining the elite community, and folks, that’s just sad.

Women

Rubbish - Women

Oh my fucking God people! Where do I even start? Are you all twelve? Have you even known the touch of a woman? Or have you only seen their footprints? The vast, vast majority of attempts to put female characters in games are failures of truly epic proportions. Both physical appearance and personality do not correspond to that of any creature to ever walk this earth. Why are you even bothering with the huge breasts and skimpy outfits? I’m a gamer, I have the internet! If I want to look at tits I can damn well find them on my own terms!

Okay, here’s the solution, I’m going to make one simple rule right the fuck now that should end at least a portion of this madness, here it is:

“No games designer may create a female character with breast larger than those he has actually held in his hands at some point in his life”

This masterpeice of legislation should have one of three effects:

1) Female characters will have more realistic proportions.

2) Several of the worst offenders will be forced to stop working due to sexual harrasment suits.

3) There will be a massive increase in the number of buxom, promiscuous women employed in the gaming industry.

The way I see it, we can’t lose on this one.

The Whole Citizen Kane Thing

I really would like to know how many people that talk about the medium’s Citizen Kane moment have actually watched Kane, or are aware of it’s place in film history. Most people haven’t, and there’s nothing wrong with that, but if you’re going to use it as an example you should damn well be aware of how, for instance, it wasn’t considered a classic until long after it’s release or it’s innovation in cinematography (in fact you can just start with knowing what cinematography means).

Really, a Citizen Kane isn’t going to mean much in the grand scheme of games being accepted as an artistic medium, most people don’t depend on the judgement of an elite critical establishment to discern what they consider art (or more people would sit down for a night staring at Tracy Emin’s bed). What games need is not a Citizen Kane but a Shawshank Redemption; a game which transcends the mainstream, which can be played by anyone, not merely intellectual elites, and move them emotionally, to near universal acclaim (seriously, try and find someone who doesn’t like Shawshank, it’s near impossible). That’s the kind of thing that’ll really take us off, when the man on the street can pick up a game looking for entertainment and come away with a message about the unbreakable nature of the human spirit. Most people don’t look for deep meaning in films or games, when people can find one in a game anyway, even when they weren’t expecting it, and be moved by it, then we will have arrived.

Art Games

Rubbish - Art

Oh I’m sorry? Did you think I was going to rail on the gaming mainstream while talking about how the true indie artists will save us all? Nosiree Bob (I knew you’d read this Robert) Let’s face it, most ‘Art’ games are a joke by the standards of any other artistic medium. All you need to qualify as an ‘Art’ game nowadays it seems is to have unusual art design and a vague sense of abstraction, actual meaning, story, theme or narrative is not only non-essential, it’s frowned upon.

Does anyone honestly think this movement is going to produce our Citizen Kane or Shawshank Redemption? Kane was a deep portrait of what our lives will amount to when we die, most art games are a lot of pretty colours united by an abstract concept you’re only aware of because the author told you about them. Games like The Void don’t resemble the heavyweights of other mediums like The Third Man, Othello or Of Mice and Men (to name some personal favourites), they don’t tell us anything about the human condition, or tell a truly engaging story, instead they resemble the obscure fringe movements like Dadaism or Dogme 95.

Why does this make me angry? Because so many act like this small abstract indie games are the way to gaming gaining artistic acceptance, they really aren’t, they aren’t our Kane or Shawshank, they’re our equivalent of Damien Hirst or Bertholt Brecht, pointless abstraction that is only considered art because the creators present it as such.

Subjectivity

There’s a reason this article is called ‘things that are rubbish’ and not ‘thing I hate’, because one of those things is the gaming community’s wholesale embracing of subjectivity. Call a game objectively badly written and chances are someone will pop up and say “that’s just your opinion!” No it is not.

Art and entertainment are both objective and subjective, no other medium seems to have trouble with this. People can, it seems, accept concepts like “Goodfellas was well made, but I’m a bit bored with gangster films” or “Harry Potter is clichéd and derivative, but I got caught up in the wonder” they know that The Da Vinci Code was not differently written, but poorly written. Many gamers, it seems, cannot. Gears of War is badly written, this is not my subjective opinion, nor my personal tastes, this is merely a judgement that it failed miserably in it’s own aims, to quickly and simply exposise what was going on at any given point.

Some things are objectively bad, this does not make you wrong for liking them (hell I love John Woo films, and they have truly awful writing) but it does make you wrong if you think they’re objectively good.

Blizzard

Oh yeah, I went there. That thudding sound you just heard? That’s the sound of Craig facepalming over the prospect of a million fanboys being poured down his throat. I was planning to keep this article general and avoid simply railing on games and companies I don’t like, but these guys, these are a special case.

Blizzard are the world beaters at corporatising gaming, they haven’t had any new ideas for some time, they merely take something that’s doing well, polish it, tie it into their existing mythology and make absolutely fucktons of money out of it. That however is not enough, they seek to eek ever more money out of their fanbase mostly by simply selling marginally less inconvenience. Somewhere deep in Actard towers there’s a chart of ideas to profit ratio with a big circle around the point where no ideas meets infinite profit and a note saying “This is where we want to be”.

The worst part? It’s working, it’s working terrible, horribly well.

Tom Hatfield
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