The overlap in intended audience between Empire and The Hunger Games Adventures is probably vanishingly small. Both are found on Facebook but, in tone and in content, aim themselves completely different ways. It seems unlikely that very many players would approach both for long enough to realize that the two are, in every way that counts, the same game.
The former is a semi-autobiographical game following the life story of Jay-Z, from poor kid in the projects to successful rapper to wealthy mogul with a wide array of profitable investments. The latter is a book and movie tie-in, bringing a dystopic future out from the pages of YA literature and out onto the screen. One is about creating an empire; the other is about tearing one down. And yet, despite their stated differences, the two play out in extraordinarily similar ways.
It's not just a matter of mechanics, though those are interchangeable. Both games operate on the familiar-to-Facebook premise that you spend a certain amount of energy to execute each action you take, and — surprise — energy replenishment can be purchased for a nominal fee if you don't feel like waiting for it to regenerate. Both give you sequential missions to move through the story, with each mission involving a certain number of turns talking to NPCs and completing fetch quests. Both offer an array of character customizations, available either through earned in-game currency or via real-cash Facebook credits.
On top of the microtransaction-friendly mechanics, in each game, lies the skin of a story. One takes place in a primarily black, poor neighborhood of Brooklyn. The other takes place in a heavily white, rural, Appalachian-inspired future. The two environments are as disparate as possible and yet in many ways, present exactly the same challenge: daily survival, and a rise beyond it, as a member of an underprivileged class.
Sadly, however, the most glaring similarity between the two games is this: they are terrible at telling their stories.
Neither Empire nor The Hunger Games Adventures can put the player character into a compelling position. We are not Jay-Z; we are not Katniss Everdeen. We are not the singular hero on whom the story is modeled, and we can never climb our way to a satisfying climax. We are a side character, modeled after our own real-world person and clumsily inserted into someone else's story.
Games on Facebook are, by necessity, always about you. They are about your avatar, and more importantly they are about your purchases, your score, your accumulated items, your achievements, and your friends. And, in order to succeed, the game needs the player to be exploiting that very "self."
They need you to be you. They need you to be telling your friends. They need you posting to your wall, bringing in new blood, and wanting upgrades. They need to you to want to come back, to feel comfortable, to feel participatory.
But the best and most challenging art, art that would make a player truly aware of how socioeconomic factors and race truly influenced Shawn Carter's life, isn't comfortable. A meaningful story about Katniss's complex relationship to violence and survival isn't something you can easily level up and share in incremental stages with your buddies.
The games that tell stories about a single character, by necessity and by definition, focus on a single character. The Hunger Games, as books and as a film, draw our attention because we follow Katniss and the people that matter to her. The real-life biography of Jay-Z is interesting because of his unlikely rise to a position of fame and fortune. Dropping us into a world in the role of nameless sidekick could be interesting if the games were about the worlds, but they aren't. Both Empire and The Hunger Games Adventures are built and sold on the premise of following in an icon's pre-established footsteps.
There are ways that a game could tell a compelling, meaningful story about the world in which The Hunger Games takes place, but Facebook isn't it. A modular, fragmented social experience designed to keep drawing in more players over time isn't it.
Our narrative game franchises, the games that tell the deepest, richest stories, don't always succeed as well as they'd like. But an Assassin's Creed, Uncharted, or Mass Effect still puts us in control of the most interesting character on the screen, the character whose story the game is designed to tell. And in many ways, we give ourselves over to the character as we play. If Commander Shepard visited Ilos, I visited Ilos. If Ezio explored Constantinople, I explored Constantinople. If Nathan Drake mowed down a hundred mooks today, I mowed down a hundred mooks today.
But on Facebook, we never truly inhabit another skin; we never look into another soul. We pile clothes and colors on top of ourselves and play dress-up for a while, with no true hard work required. The games aren't terrible because they're browser-based or low-tech; plenty of successful games are technically undemanding. They're terrible because in the midst of the most personalized, self-centered corner of the world we inhabit, we are nominally pretending to be someone else. That's just not a combination that works.
It was a dark and stormy night.
(It was a violent and war-torn night.)
It almost felt like a horror movie.
(It almost felt like a video game.)
The cabin in the woods seemed quiet. Too quiet. Surely all sorts of monsters lay within. It seemed like a good time for a spoiler warning.
(The post-apocalyptic city seemed quiet. Too quiet. Surely all sorts of enemies lay within. It really did seem like a good time for a spoiler warning.)
What kinds of monsters awaited our heroes? Zombies? Ghouls? Hell Lords? An angry molesting tree?
(What kinds of enemies awaited our heroes? Zombies? Aliens? Robots? Space-Nazis?)
Have you ever wondered what it would be like to be the main character in a horror film? What a strange experience that must be. You'd do things you'd never do in real life: Go have sex in the woods at night, run up the stairs when you should be running out the door, split up when you should be sticking together. Eventually, you'd probably get yourself killed.
(Have you ever wondered what it would be like to be the main character in a video game? What a strange experience that must be. You'd do things you'd never do in real life: Lead every frontal assault, hop into the gunner's seat of every vehicle, run straight into each room when you should be hanging back. Eventually, you'd probably get yourself killed.)
But you weren't able to help yourself! It was almost as though… someone else was controlling you.
(But you weren't able to help yourself! It was almost as though… someone else was controlling you.)
Five main characters, all gathered together. The nerd, the babe, the good girl. The jock, the stoner. All of them archetypes, ready for consumption.
(Five main characters, all gathered together. The scientist, the femme fatale, the love-interest. The rogue, the comic relief. All of them archetypes, ready for consumption.)
It's always the same: They're introduced as quickly as possible. The tension slowly builds. There's an ever-escalating series of scares, culminating in the first murder.
(It's always the same: They're introduced as quickly as possible. The tension slowly builds. There's an ever-escalating series of battles, culminating in the first boss.)
Every scene is controlled by a director. It's all carefully choreographed to give the audience maximum titillation—every bit of exposed skin, every gory head-wound, every slow-mo murder.
(Every level is controlled by the designers. It's all carefully choreographed to give the player maximum titillation—every skin-peeling explosion, every gory headshot, every slow-mo murder.)
What does this say about that audience, then? The horror fans who to watch this ritual bloodletting? We catalogue and obsess over the tiniest details, we chronicle the best shower-murders, the bloodiest eviscerations, the characters who most deserved to die. What does it say about us that we take such pleasure in this?
(What does this say about that audience, then? The video game fans who engage in this ritual bloodletting? We catalogue and obsess over the tiniest details, we chronicle the best sniper kills, the bloodiest gibs, the characters who most deserved to die. What does it say about us that we take such pleasure in this?)
Maybe the answer is darker than we think. Maybe horror films are actually blood-sacrifices to old, dark gods, meticulously crafted in a lab by a team of professionals, wrung for every possible drop of provocative violence. Not out of desire, but out of necessity.
(Maybe the answer is darker than we think. Maybe video games are actually blood-sacrifices to old, dark gods, meticulously crafted in a lab by a team of professionals, wrung for every possible drop of provocative violence. Not out of desire, but out of necessity.)
Or maybe... maybe those old gods are just a metaphor. Maybe the old gods are us. We, the audience, are the ones for whom this bloodbath has been engineered.
(Or maybe... maybe the old gods are just a metaphor. Maybe the old gods are us. We, the audience, are the ones for whom this bloodbath has been engineered.)
Did we enjoy the deaths that were designed for us? Did they make us laugh and wince? Did we cheer along with the rest of the crowd?
Hopefully so. Hopefully the blood was enough. Existence depends on it.
I almost flunked out of college because of Mortal Kombat on the Genesis. (Yes, that's how old I am.) Classes skipped, papers turned in late and reading assignments left barely skimmed, all because I was trying to perfect my Scorpion technique. And while the undead ninja from the gory fighting series is a favorite of mine, he's not the favorite. That honor goes to Lei Wulong, the occasionally drunk kung-fu cop from Namco's Tekken franchise.
I've been thinking about fighting games a lot. For no particular reason, really. The genre's experiencing an upswing lately and stands at a crossroads as the call of e-sports and wider awareness compete against the desire to maintain cohesion.
I get that tension. Fighting games ask for a hell of a lot of commitment. Not just to learning and executing arcane combinations of stick movements and button presses, but they also ask you to commit to other players. You need to study your opponents, sometimes over a long stretch of time or sometimes in a split-second. And in the inevitable clashes that follow, you test your mettle against another's, learning something about yourself and your opponent.
So, back to Lei. What does he tell me about myself? Superficially, he grabs me for a bunch of different reasons. He's essentially a pastiche of classic Jackie Chan roles from movies like Drunken Master and Supercop, which I first watched in college. But I recently realized that my affinity for Lei goes deeper than those pop cultural resonances.
The thing I love most about Lei Wulong is the fluidity of his moveset. The different stances of his Five Form animal kung-fu he can present to opponents represent a broad range of possibility. During college and the years after it, I spent hours in Tekken 3's training mode. I'd pick my favorite stage—King's sky-high wrestling ring for that killer music—and go at the computer AI for long, long sessions. But more than anything, honing my skills felt meditative. It was almost always solitary. I'd sink into a kind of fugue state: alert, respsonsive yet deeply relaxed.
The way I play with Lei feels almost like some sort of journal-keeping. I can remember when a certain move changed or was tweaked. Other staples of my Lei style feel tattooed on my fingertips. I can't not do them, which probably isn't helpful to building a balanced style.
Lei's a dancer, the kind of martial artist I like to pick in fighting games. Ironically, I'm a shy dancer in real life. (I'll get up if someone puts on some Fela, but will still feel hella self-conscious.) Maybe that's why I enjoy Lei's loose, improvisatory style. Can make his body do he kind of things I can't accomplish in real life. Move from high to low really quickly, surprise my partner and prove I can move with the best of them. (Sidenote: I prefer the way that 3D fighters like SoulCalibur and Tekken let you play with space. And I play on gamepad, because fightsticks weren't really a thing when I was coming up.)
The Hong Kong crimefighter's not the most powerful striker, but he gives me lots of room to improvise. Again, this probably says something about the kind of self-image I've tried to craft for myself. I try not to walk around with a lot of ego, and put priority to letting myself explore new ideas. With Lei, I always feel like there's always a better way for me to hook one stance into another. I play a little bit with Paul, Law and some other characters but Lei's my main. He's flexible. I try to be, too.
Fighting games—and the enthusiastic community around the genre—remind me of hip-hop. They inherently invite tussle, trash talk and training. There's a built-in aggression, lots of it centered on machismo, because it's an ecosystem built on skills. Skills that are highly quantifiable yet amazingly diverse and open to interpretation.
Yet, there's also a strong suspicion of outsiders within the Fighting Game Community and suspicion from those who control the game. Are they trying to use us, cheat us, milk us and move on? Rap music faced and still faces the same dilemma. It's mainstream now and little debate is given to its worth. Nevertheless, a set of ideas about what is or isn't hip-hop has hardened into a restrictive shell over the decades. It would suck if that happened to fighting games, if notions of the "only these kinds of people play them" sort hindered appreciation of the skill needed to excel at competition.
Going back to college, there were moments when my group of friends would chill in someone's dorm rooms and try to unleash freestyle raps. That kind of in-the-moment creativity always eluded me. Or maybe I was never brave enough. My experience with fighting games and with Lei has been markedly different. I've never been good enough to be a professional competitive gamer but I've been able to express parts of myself with the moves of one specific character. That's been good enough for me.
When I was a kid, I used to spend almost every summer at day camp. I'd ride the bus up across the Tappan Zee Bridge to upper-lowstate New York, where I was unceremoniously dumped on the grounds and told to go hang out with the other kids in my age group. We'd run around fields and go swimming and play basketball and just generally frolic around, being kids.
But I didn't want to play sports or hunt for weird animals in the lake. I wanted to think about video game characters. They were more interesting than the people around me. And since I couldn't spend all day in front of my Super Nintendo, I'd hang out with a small group of close friends and we'd all pretend to be characters from our favorite Japanese role-playing games. I was Shadow.
Today, I don't spend a lot of time pretending to be video game characters. But I do spend a lot of time thinking about what makes video game characters work.
See, the word "compelling" has become something of a buzzword in today's gaming industry, but it's a fitting adjective for great gaming characters. A good character is interesting, relatable, sympathetic, entertaining, and just all around badass. Even the silly ones.
But what makes a character resonate with an audience? Why do we care about the people we play? What makes us want to pretend we're them, even when we're away from our television screens?
Here are four potential explanations for what makes a JRPG character compelling.
(And, yes, these reasons can apply to all games, not just JRPGs. But this is a JRPG column. So.)
As a general rule, human beings are attracted to skill. We're drawn to people who are capable of feats we can't accomplish, whether that's climbing up mountains or sorting through tax code. We're even willing to forgive or ignore a character's more despicable traits, if he or she is remarkable in some way. It's why we fall in love with the superstar thief, the hardened killer. The criminal mastermind.
Maybe that's why I dig Final Fantasy VI's Shadow oh so much. He might have been a coldhearted, nasty piece of work (who would "sell his own mama for a nickel," according to another character), but he was one hell of an assassin. He knew his shit.
Cloud Strife (Final Fantasy VII) is in a similar boat. He's whiny. Often annoying. But damn if he isn't one hell of a mercenary, capable of all sorts of near-impossible acrobatic moves and tricky sword techniques. He's got balls. He's willing to do whatever it takes to accomplish his goals, even if that means dressing up like a woman to do it. Why wouldn't any RPG fan want to be like him?
And there's that whole save-the-world thing. (Even if he couldn't save Aeris.)
We fall in love with characters we can relate to. And we relate to characters who share the same flaws and weaknesses that we do.
Look at Junpei, the bumbling goofball (and overall terrible student) who serves as one of your closest friends in Persona 3. He plays both comic relief and actual human being, showing the type of fear, humor, lust, and overall laziness that we can imagine we'd feel if we were in his situation, forced to battle demons after school every day.
Suikoden II's Jowy is as flawed as a character gets. His misguided beliefs about the inevitability of war wind up triggering a bloody, multi-year brawl that costs tens of thousands of lives. His mistakes cause nothing but heartbreak for your protagonist and everybody around him. But by the end of the game, we can forgive Jowy for what he did. We can forgive his transgressions because we see part of ourselves in his decisions—we totally understand that he plotted to take down an empire and stick himself in charge because he thought it was the only way to maintain peace. We can relate.
It's hard not to immediately fall in love with Estelle Bright, the peppy protagonist of The Legend of Heroes: Trails in the Sky. She's the type of character who always has something amusing to say, no matter how dire the circumstances. She'll crack jokes in the face of dangerous bosses and insurmountable obstacles. You'd want to hang out with her.
Final Fantasy XII's Balthier, one of the most beloved characters in RPG history, is an all-time favorite because he knows how to make you laugh. He's a constant waterfall of charm, always offering some sort of witty quip or harmless sexual barb to lighten FFXII's overwrought tension. You might not want him around your girlfriend (or boyfriend), but you'd definitely share a beer or three.
The minds behind the various Mario RPGs have also mastered this idea, peppering their characters with warm humor that never gets old. Although the plumber himself never talks, his pantomimes and bizarre movements are as entertaining as it gets. You wouldn't mind sitting in an audience and watching him goof around for hours on end.
As in real life, we fall for JRPG characters who know how to keep us amused. We love them because we'd love to chill with them.
Seriously.
Look, I went to film school. I've seen student movies. I know how tough it is to bring a character to life with nothing but a voice. And I know how many people fail at it.
But as disconcerting as it is to play a game without voice acting nowadays, a bad piece of vocal work does more harm than good. Grating, unappealing voices are a good way to turn an audience against a character and even a whole game. Just ask Infinite Undiscovery. Even when it's tolerable on the ears, voice acting drowns out the awesome tunes and tracks that make JRPGs really special.
Bad vocals can undermine just about every other aspect of a great game. They can make a game hard to sit through, embarrassing to play, and just straight-up unpleasant to experience. Can you think of a single great character with an awful voice actor? It's a shame more JRPGs aren't willing to keep quiet.
Random Encounters is a weekly column dedicated to all things JRPG. It runs every Friday at 3pm ET.
Kotaku: Lay upon me your Comment of the Week nominations here, please.
I need to know who was the wittiest this week. Who was the funniest. Who was the most handsome. Tell me in the comments down below, and link to their comment.
Otherwise tomorrow's Best of Kotaku will be a lonely, lonely place for community members. And we can't have that. I believe in you.
No, no, no, Ben Franklin won't be an inventor who gives you gadgets in Assassin's Creed III.
He will, however, somehow express his not-well-publicized "love of women," according to ACIII creative director Alex Hutchinson, as detailed in a new story in the Penny Arcade Report.
Franklin didn't just establish the post office and spend much of the American Revolution in France. He also wrote about the apparent pleasures a younger man might derive from intercourse with old women. He was generally into having mistresses. That's the Ben Franklin we're getting in AC III.
This game's going to be educational!
The article also delves more deeply into the development team's plan for every assassination target in AC III to be a real person (around here, we like to call that point no. 50.) Click through for a good read about the challenges and opportunities of melding historical fact with a blockbuster game.
Selecting victims in Assassin's Creed 3: These are real people, and this is where and when they died [Penny Arcade Report]
Star Wars: Battlefront III was once a game well and truly in development, at UK studio Free Radical. Since its 2008 cancellation, it has been supposedly off and on more times than anyone can count. Like many studios, Free Radical had its fair share of ups and downs, hits and misses over the years. But despite the mixed successes of their earlier games, it was one particular brush with the dark side of Star Wars that finally pushed them over the edge.
In a new, lengthy interview with Eurogamer, Free Radical's founders describe how ultimately, work on the Star Wars game led to the studio's downfall. In the beginning, said co-founders David Doak and Steve Ellis, the Battlefront III job was a dream come true. It was an "ambitious" project, and for two years of development, from 2006 until 2008, all signs were positive. The developer had a good working relationship with their contacts at LucasArts and game milestones were being met regularly.
The life of Battlefront III hinged on the goodwill of executive staff at LucasArts, but when a change in leadership struck, the goodwill went away. Doak said, "[We] began thinking that the dates were looking a bit tight ... so we thought we'd do what we had never done before and let LucasArts know our concerns." It seemed like a good idea at the time: "Because LucasArts had been so good to work with, we thought they'd see the sense of what we were saying. And that coincided with [LucasArts president] Jim Ward not being there one day."
According to Doak, the change in leadership and tone presented an immediate, and drastic problem: "We still thought we'd done the right thing. And then we went from talking to people who were passionate about making games to talking to psychopaths who insisted on having an unpleasant lawyer in the room." From there, conditions continued to worsen. LucasArts stopped payments to Free Radical, and after six months it was wearing heavily on the team. Doak in particular found his role to have grown completely untenable:
My role at Free Radical meant that I was simultaneously involved in these unpleasant "high level" discussions with psychopaths who wanted to destroy us, and then the next day sitting with our dev staff at their desks trying to boost people's morale. Helping them to pass milestones that I knew would subsequently be manipulated to cause them to fail. It was the most depressing and pointless thing that I have ever been involved in. The dream job which I once loved had become a nightmarish torture.
The studio, despite owning its own IP from the Timesplitters series, couldn't recover. Free Radical eventually went into administration (bankruptcy), with its founders leaving to form a new studio and its core assets purchased by Crytek.
Free Radical vs. the Monsters [Eurogamer]
Sometimes video game Kickstarters just don't take off. In fact, that's most of the time. For every monumental success like Double Fine or Wasteland 2, there are ten projects that remain undiscovered and unfunded.
One of those failures was Class of Heroes 2, a Japanese RPG for the PSP and sequel to a game that not many people liked or cared about. Although it managed to raise close to $100,000 from genre fans eager to help localize as many Japanese role-playing games as possible, Class of Heroes 2 fell far short of its $500,000 goal.
So what will its creators do now? What's next for Class of Heroes 2? And why didn't it succeed?
"The biggest failure was time, or lack thereof," said John Greiner, head of Monkeypaw Games and one of the leads behind the localization of Class of Heroes 2, in an e-mail to Kotaku. He said the project had been in the planning stages for months, but Double Fine's immediate, rapid success this February drove them to expedite the process. They wanted to get Class of Heroes 2 up as soon as possible. They didn't have time to put together all the screenshots and gameplay footage they would have liked to use.
"We certainly reached the core JRPG fans, but more polished assets would have increased awareness," he said. Most people who saw this project had no idea what Class of Heroes was. Without some sort of game-changing pitch or eye-popping trailer, $500,000 was a hard sell.
Perhaps another problem was lack of urgency, Greiner says. The Kickstarter project aimed for a physical, limited edition release complete with collectable goodies like maps and figures, but Greiner and his team promised to release a digital version of Class of Heroes 2 either way. So even the series' biggest fans (all 20 of them) didn't have to worry that a lack of crowdfunding might prevent the game from coming to the North America.
Another mistake: leaving out obvious rewards in the initial launch, like digital soundtracks and wallpapers. Greiner also lamented the fact that Kickstarter doesn't let you change or add bonuses to reward tiers once people have already donated to them.
Class of Heroes 2 was a bit of an experiment. According to Gaijinworks head Victor Ireland, the second main brain behind this project, one of its goals was to prove to Japanese publishers that Kickstarter was a viable method to gauge fan interest in North America. In the wake of its failure, Ireland says convincing Eastern publishers to take risks like this might be very tough.
"It will be harder to sell the idea of licensing these games for the U.S. and taking chances to Japanese publishers," Ireland told Kotaku. "That doesn't mean we won't stop trying; it will just be a harder road with less guaranteed success. The Kickstarter was essentially a shortcut to where we wanted to get this with Japanese publishers and fans. Since it didn't work out, we'll just have to take the longer, harder, slower road and hope for the best. Getting Class of Heroes 2 out, though, will help everything, I believe."
Ireland and Greiner will localize and release the dungeon crawler, which Ireland promises is much better than its poorly-received predecessor, on the PlayStation Network later this year for PSP and Vita. It will be a basic release, without some of the bells and whistles that a successful Kickstarter would have brought, like physical goodies and interface enhancements. They don't know if they'll use Kickstarter again any time in the near future, but Greiner says they're still fighting to bring as many JRPGs as possible to the United States.
"There are so many great RPGs waiting for their time in the Western sun," he said. "It's just a matter of bringing them to a less-risky position of development... Fans deserve the games they truly want and we're going to do our best to deliver both new and nostalgic experiences."
Think positive. That's the name of the game. Greiner and Ireland couldn't get this project off the ground, but they're taking the optimistic approach to failure. For one, the Kickstarter raised awareness of the series—fans who might not have otherwise cared about Class of Heroes 2 now know that it's coming. Still, it's a bitter pill to swallow, especially for Japanese publishers that have been watching from afar.
"In the future, will Japanese companies be likely to do this kind of deal? No," Greiner said. "It will have a negative effect. But we will keep pursuing titles and if we can be successful the next time around, eventually the voice will be heard. In the end, we're fueled by our fans. If there's enough demand, there's always a chance."
Bullet time! The supernatural act of slowing down time as you either shoot a gun or dodge the bullets of someone shooting at you! It was in Max Payne. It was in The Matrix.
How in world do you make bullet time work in a multiplayer shooter like Max Payne 3?
It makes sense when you play the game, but the game isn't out yet. So, we've tried to explain it with words and are trying again with video. We hope it helps!
(Video edited by Chris Person.)
Bullet time! The supernatural act of slowing down time as you either shoot a gun or dodge the bullets of someone shooting at you! It was in Max Payne. It was in The Matrix.
How in world do you make bullet time work in a multiplayer shooter like Max Payne 3?
It makes sense when you play the game, but the game isn't out yet. So, we've tried to explain it with words and are trying again with video. We hope it helps!
(Video edited by Chris Person.)