Digital Forests and Algorithmic Trees

The other night I was standing in my backyard staring at the sky, like I do every night. I like to stare at the stars flitting in and out from behind the clouds, the full moon hanging in the sky like some kid's prize marble, even the city lights encroaching on the horizon. Also, my dog happened to be taking her sweet time finding a place to piss.

That's when it hit me. One of my major beefs with gaming, especially lately, is that there are very few games that deal with subject matter beyond Â"kill or be killedÂ", Â"fulfill your destiny, androgynous Japanese man/boy/whateverÂ", or simply Â"kill because it's thereÂ". What hit me just at that moment was that it can quite often be the one playing the game with the problem, not just the people who make the game. Read on for more rambling ...Have you ever had a friend play a game like Planescape: Torment or Deus Ex and spend the entire time talking about their stats?

Pyroman[FO]: So how was the game?
Dude: Â"Oh man, I started a warrior but I got my stats up to level 8 and then when I fought the big grey thing I realized warriors suck so I started a new character as a wizard and got my lighting bolt up really high and killed that guy in one hit it was so sweet he exploded and was like 'arggghhh' and then I looted his corpse and took that power thingÂ"
Pyroman[FO]: Well, what about the story? Oh you skipped through it? Hmm, well how about the characters in the game?
Dude: Â"Well the chick had a nice backstab. That one guy with the sword got pretty good if you put the Frobozz armor on him with the magic purple damage ring.Â"
Pyroman[FO]: Ever get the feeling you're missing the point?
Dude: Â"The Point? Is that some magic sword? What level is it in?Â"

Alright, enough of that. Down boy. The point is that there's this great story, with interesting characters and a world to play with them in. There's also a bunch of numbers that happen to be running that world. You can spend your time talking to Annah to find out why she's such a loner and trying to find out why Morte keeps following you around; or you can try to get magic leather +90 and the Â"MegaBoots of JumpingÂ". Why do so many people pick the latter? I mean you're not getting laid either way, so why not do the interesting thing?

Don't get me wrong, as a former Math major I can understand why they do it. Numbers are easier to deal with than people. Numbers have predictable outcomes and very few surprises, it's a much simpler game to play. I've even played several games that way myself. It's just that it's a very boring game to play. When you take your level 50 guy and defeat the level 35 boss, calculating beforehand your chance of winning, is it really much of a fight? More importantly, is it really much fun? However when your character confronts his inner demons and wins, it's a victory – not an inevitability.

Technophiles are another good example. They're the guys who upgrade their system every other month yet never actually play any of the games. They can load up Halo for the first time, see the beginning of The Silent Cartographer and wonder if this framerate could be faster if they overclock their Xbox another 50Mhz.

L33t: Â"The gun is unrealistic. The recoil on a modern assault rifle is faster than thisÂ".
*I'll slowly nod my head in hopes that they'll stop talking*
L33t: Â"Also, they're clearly using only 16-bit textures on the grenades and some of the shell casingsÂ"
Pyroman[FO]: I couldn't tell as I haven't seen you shoot a weapon yet.
L33t: Â"The AI pathing algorithm is horrible, did you see that one grunt? He turned right around that rock!Â"
Pyroman[FO]: Isn't that what he's supposed to do? It looked pretty natural to me.
L33t: Â"Yeah but that shows they're using a modified A* algorithm, that's so last year. Then there's the trilinear filtering ...Â"
Pyroman[FO]: Yes I'm sure trilinear filtering would've increased the image quality tenfold, please stop telling me about it.

Then they'll look up, see the ring in the sky and wonder rather loudly if it's just a high-res background image or if it's actually being rendered up there.

Okay, I got caught red handed on the last one. I can't think of any technically minded person I have seen play Halo who didn't ask that. People are just curious, that's the way it works. In fact if you're a gamer there's a chance you've at least speculated how your favorite games work, if you haven't done some research to find out for yourself. The difference is in the details. Do we ever step back to see how pretty it is, regardless of how it's being rendered? Do we see what kind of character that half-elf rogue is instead of just her stats? Do we see people, or do we just see walking hit point meters? Sometimes we can't see the digital forest for the algorithmic trees. (Tagline Ahoy!)

My realization came to me as I was staring at the moon, waiting for the dog to do her business. I saw the moon behind some fast moving clouds and thought Â"I wonder what kind of algorithm it would take to simulate light on that scale and distance?Â" My next thought was, Â"This a really stupid time to ask that.Â"

Pyroman[FO]

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Certis's picture

I go through stages with the games I play, especially PC games. When I first load it up I'm in full-on "performance enhancement mode" where I try to optimize the graphics and controls as much as possible. Once I'm satisfied with that I tend to forget about textures, particles and other technical things for the most part unless something stands out because it is especially well done or it's not consistent with the rest of the presentation.

If a game is good the technical angle will service the gameplay and you won't think about it one way or another once you get into it. Splinter Cell stands out in my mind as a game that looked great and settled nicely as you played.

Yeah, it's scary. I'm staring into the abyss right now, and it's staring into me, which I think is kind of a dick move on the abyss's part. - Nyles

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Funny, I was just thinking about this exact concept, but not in the context of games. At work, where I'm redesigning our web site, we're implementing some new navigational & stylistic ideas that are pretty radical for our institution. Every time I ask for feedback on our work, I get a response like:

"The font on the word "is" is too, I dunno, something..."

Or

"I don't like the horizontal rule at the bottom of the credits page"

Or

"I think that the bullets need to be a nice autumny color"

When what I really need to hear is:

"You need to rethink this concept because our users are likely to approach our site from X perspective. What if we did Y."

Or

"This is a great idea for navigating this stuff. What if we took this concepts and applied it over here as well..."

I realize this isn't 100% analogous, but the idea is the same. People will talk about what they feel comfortable and/or knowledgeable talking about. Most people don't want to be challenged or go out on a limb. Especially in front of us computer geeks.

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I've never really thought too deeply on how the games work. When I first played Morrowind I was enamored with the depth and beauty of the game. The only thing I ever really thought about was why no one went inside when it got dark like in Daggerfall, but that's about it.

When I played the Chaser single-player demo and I was running around the catwalks, two of the bad guys flanked me and then leapt into the air and onto the catwalk on either side of me. I didn't really consider the AI or algorithms or anything, just that it was damn cool.

As I was a "computer guy" for a living for the past three years I tend to tune out things like that when it comes to playing games. I may know how to set up a firewall and lockdown an ftp server, but I've made a point not to know about anti-aliasing or bump-mapping. It just lets me focus on the gameplay.

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atom's picture
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That is exactly the problem with all MMORPGs, in my opinion. There's no point. It's all numbers and treadmilling. That's why I'm quitting Final Fantasy XI. My fantasy is that the game would have a point. I'm tired of working to get to level 8 just so I can work to get to level 9.

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Stric9's picture
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I agree with these sentiments Pyro. The strange thing is how much more this gets magnified in mutiplayer games. It seems that if you are playing the game by yourself these little things go completely unnoticed yet when the game becomes multiplayer enabled we go and read about it on the message boards and communicate with other people playing the game. Unfortunately the minority of people who actually care about min/maxing every possible number in the game are there as well. Then once they point out some numerical oddities you can't help but feel inadequate about your significantly less efficient numbers.

Case in point RPGs and MMORPGs. In Planescape did you ever feel the need to max out your character? Yet in every MMORPG it seems that everyone wants to maximize their characters effectiveness otherwise they begin to feel inadequate. They have even created a term for this state: Gimped.

Obviously the lack of plot and story in online games could take partial blame for this phenomenon. But I think it goes further than that. It seems like even when there is some decent story based content a signifcant portion of the gameplayers simply ignore it, which I guess gets back to your point above. One way I could think of to at least diminish the player fixation on numbers and min/maxing would be to hide the numbers completely and replace them with more broad descriptions of the relative strenghts and weaknesses of their character. Perhaps this would get people to begin looking at the actual story and characters in the game. But that is a tough decision for a developer to make, since almost every RPG in the history of the genre relys on numbers not only for calculations but as part of the fun as well.

PSN ID: Stric9

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Quote:
That's why I'm quitting Final Fantasy XI. My fantasy is that the game would have a point. I'm tired of working to get to level 8 just so I can work to get to level 9.

This is exactly what i'm talking about. From the description of your playing experience here you skipped all of the quests and missions that actually set FF apart from other games in the genre. So baiscally they provided you with the content and point your asking for, and you completely ignored it. As Pyro pointed out sometimes the problem lies more with the player than the game.

PSN ID: Stric9

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KillerTomato's picture
Location: Florida, USA

I've been thinking about this subject lately, and I've come to grips with the fact that I *just don't care* about the story. Or the characters. Or the graphics (unless they're especially wow-worthy). Or anything else not relating to gameplay. After listening to people blather on and on in BG:DA, my GF and I couldn't hit the "skip" button fast enough in speeches from then on. Does it relate directly to our ability to whoop ass? No? Sorry - SKIP!

It's not that I don't want to be challenged, or that I'm some heartless monster who just doesn't want to care about emotional ramifications of Hero #38938's battle vs. the Evil Foozle; it's just that when I sit down to play a game, I want to PLAY a GAME. If I want an involving fantasy story, I'll read 'The Book of Silence' again. If I wanted beautiful sci-fi cutscenes, I'd pop 'Blade Runner' in the DVD player. Each of which (in my opinion) do a vastly better job in that regard than any game I can think of. When a game manages to involve me in its story to the point that either of these mediums can, I'll pay attention. Until then, SKIP!

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I finally finished Baldur's Gate and I reinstalled Baldur's Gate 2. Just trying to play through the first dungeon I was struck by the sudden, glaring, inconsistency of the characters from the end of the previous game. The bad part is the BG franchise is better than most games of giving you some idea of what your characters are thinking and feeling, which is the only reason the inconsistency is apparent. I really can't think of very many games where characters are defined and a story is told. I don't sample as many games as most people here so I probably miss out on many of them.

I would be happy to play some games with engaging stories. Neverwinter Nights was one such game for me. I was totally pulled into the "Aribeth the tormented hero" plot and I really enjoyed the dialog with her. Other people found the NWN story complete cheese and hated Aribeth. Neverwinter nights was, to them, a toolset for multiplayer games.

I like cheese. It is an excellent source of calcium. I like anime with teenage girls who cry because they can't get the boy they like to like them. Then they turn into a superhero who saves the world from incredibly inept villians. Cheese is also an excellent topping for more serious fare; which is why so many action movies throw in a somewhat silly love story.

As for the technical side of things, I just don't know enough about game programming to get too focused on it. AI is about the only technical thing I gripe about. Single player B1942 has terrible AI. You start as Axis on Wake and your buddies grab all the planes and circle the ships happily while your tickets count down. Or they grab all the landing craft and stop dead in the water to shoot at tanks and halftracks half a mile distant.

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Cloke's picture
Location: Old School Hollywood

Quote:
That is exactly the problem with all MMORPGs, in my opinion. There's no point. It's all numbers and treadmilling. That's why I'm quitting Final Fantasy XI. My fantasy is that the game would have a point. I'm tired of working to get to level 8 just so I can work to get to level 9.

You're really missing the point Pyro is trying to make here, which applies especially well to MMORPGs. They are what you choose make of them. Instead of spoon-feeding you a linear story and telling you who your character is supposed to be, MMORPGs give you a world to make your own stories in. I'm playing Horizons right now, and if all you do in the game is spend your time standing in front of a workbench making wooden spoons it is very boring. You have to develop the personality and goals of your character by interacting with other people in the game. Gamers are always complaining about a lack of open-ended gameplay, but when you really give it to them most lose interest because they don't have the creativity to make it work.

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Location: what

Quote:
One way I could think of to at least diminish the player fixation on numbers and min/maxing would be to hide the numbers completely and replace them with more broad descriptions of the relative strenghts and weaknesses of their character.

EQ tried that. In the beginning you had very few real numbers to work with. You had no idea how much mana you had, for instance. Then people were busy compiling webpages consisting mainly of those numbers from day one. Then things like ShowEQ comes out. The players almost entirely ruined that game simply because they were so obsessed with numbers. Which is my point, I guess.

Quote:
When a game manages to involve me in its story to the point that either of these mediums can, I'll pay attention. Until then, SKIP!

Not that I blame you for skipping, but you have to realize this is sort of a chicken and the egg scenario. Until people care about a game's story nobody will spend time making them good, until people spend time making a game's story good nobody will pay attention to them. All we can really do is praise the hell out of the occasional game that manages to tell a great story and hope developers listen.

Quote:
Gamers are always complaining about a lack of open-ended gameplay, but when you really give it to them most lose interest because they don't have the creativity to make it work.

I hadn't really thought about this from the MMORPG angle but that's an interesting twist on it. It's quite often the case that people are so obsessed with numbers that they ruin a perfectly good RPG. However with MMORPGs you have the problem of communicating with people like that in game. So even if you're not so focused on the numbers, if you don't have a group of like minded people to play with you end up playing the numbers game anyway. Unless you want to play by yourself, which is sort of defeating the whole MMO aspect of it. So MMO's are especially vulnerable to this problem, because it's no longer a matter of you being so focused on the numbers that you forget about the game, you have to put up with everybody who is like that too.

I also think MMORPGs, at least the one's I'm familiar with, are developed to cater to people like that because they're the people in it for the long haul. EQ is like that, it has slowly evolved into almost entirely into a numbers game, which is where I think alot of the MMORPG genre's problems come from. Everyone sees EQ doing that, and making money, and tries to emulate it. Though the latest generation of MMOs may be moving away from that, I haven't played any of them.

"We've learned irishmen have huge nipples, and that intellectual film critics are all huge gaywads. But most of all, we've learned that creeping corporate influence over the news media ... protects us from terrorism" - Norm Archer, Onion Movie

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mateo's picture
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Well, there is a double standard at work here.

On the one hand, there is a rabid group of statisticians that can drone on and on about their levels and such, and for that, I blame games like Diablo, where picking up the next item is the games raison d'etre. There's nothing wrong with that type of game, just that it gets old after a while.

On the other hand, story driven titles, say like Max Payne 2 get knocked because there is a story to advance, so there is minor replayability-if you know the story, little need to sink extra time into the game.

Maybe there is a balance to be achieved, but preious few titles have been able to.

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Stric9's picture
Location: San Diego, CA

Quote:
EQ tried that. In the beginning you had very few real numbers to work with. You had no idea how much mana you had, for instance. Then people were busy compiling webpages consisting mainly of those numbers from day one. Then things like ShowEQ comes out. The players almost entirely ruined that game simply because they were so obsessed with numbers. Which is my point, I guess.

It was a pretty half hearted attempt. Sure they didn't show you mana, but they did show you the numbers that determined mana, which made it much easier to compile those webpages. Granted ShowEQ and other client hack programs could circumvent the hidding altogether, but I am willing to bet 90% of the playerbase never used ShowEQ. Further if all of the webpages had info obviously based on info that broke the EULA SOE could have had grounds to get the webpages to take down the info fairly quickly. Even if you couldn't stop the information from getting out completely I think limiting it would help.

PSN ID: Stric9

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Pyroman[FO]'s picture
Location: what

Well, really mateo my problem isn't with games that are mainly number driven. Sometimes it's okay to sit down at a game like Diablo and just chill. My problem is with gamers stuck in this mode, which try to turn any game into a numbers game. We end up creating the problem we spend so much time lamenting, that the story of almost any game out there sucks out loud.

"We've learned irishmen have huge nipples, and that intellectual film critics are all huge gaywads. But most of all, we've learned that creeping corporate influence over the news media ... protects us from terrorism" - Norm Archer, Onion Movie

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I hear you man, power leveling and stat polishing does not a good game make. It's all about the story. Until that starts selling games though, it's not going to get better (see Torment).

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KillerTomato's picture
Location: Florida, USA

Quote:
I hear you man, power leveling and stat polishing does not a good game make. It's all about the story.

The problem is that a lot of gamers (including myself) just don't agree with that statement. To us, it's NOT all about the story, and we're voting for gameplay over plot with our gaming $$. It's not that we're ignorant of the Wonders of Plot; it's just that we couldn't care less.

If you want more story-driven games (KOTOR, DX : IW), buy them, and use the numbers to prove your point to the publishers. Otherwise, they'll keep putting out games that don't float your boat.

Coffee Grinder
Location: San Diego, CA

I've just given up on MMORPGs for this very reason. I can't maintain any sense of illusion while playing. After a couple of weeks, the underlying gameplay (level treadmill) becomes painfully obvious and I stop playing.

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Stric9's picture
Location: San Diego, CA

Hey do I get credit for my posts here in the comments section? Cause if not I would much rather have these posts moved to the forums. I mean after all whats the point of posting if it's not going to raise my GWJ title?

PSN ID: Stric9

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Certis's picture

Quote:
I mean after all whats the point of posting if it's not going to raise my GWJ title?

I've often wondered the point of your posting was

Yeah, it's scary. I'm staring into the abyss right now, and it's staring into me, which I think is kind of a dick move on the abyss's part. - Nyles

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I'm not sure I understand, you think the point of posting is to raise your title?

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Then why not keep doing this?

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phragged's picture
Location: Washington(the state)

Hey where do I get my postcount +1 smiley?
This is smiley favortism. I wont stand for it.

SteamId = RevenantKel

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Pyroman[FO]'s picture
Location: what

No, you don't get credit for your postcount in here. However, I do by having lots of comments on my stories, which makes me cool.

"We've learned irishmen have huge nipples, and that intellectual film critics are all huge gaywads. But most of all, we've learned that creeping corporate influence over the news media ... protects us from terrorism" - Norm Archer, Onion Movie

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Pyroman[FO]'s picture
Location: what

Quote:
The problem is that a lot of gamers (including myself) just don't agree with that statement. To us, it's NOT all about the story, and we're voting for gameplay over plot with our gaming $$. It's not that we're ignorant of the Wonders of Plot; it's just that we couldn't care less.

I don't think gameplay is a bad thing at all. In fact, this wasn't really an article about people who don't like story. It was a larger problem. People who can't enjoy the game because they're too focused on details, whether or not they're technical, gameplay or even story details.

In the bit about Planescape Torment I wasn't poking fun at the guy because he didn't read the story (okay, maybe a little ) but I was pointing out that focusing on the gameplay details to the point of ignoring everything else about the game makes for a pretty dull game. Same thing with the technophile, he was focusing on technical details instead of actually enjoying the graphics. It's focusing on details at the expense of everything else around you, not just a gameplay vs. story debate. It's like playing Diablo and being obsessed with your Poison Resistance or Armor Class instead of actually playing the game. It's not that most gamers just don't care about the story, though several don't, it's that most gamers have a bad case of Tunnel vision. IMO anyway.

"We've learned irishmen have huge nipples, and that intellectual film critics are all huge gaywads. But most of all, we've learned that creeping corporate influence over the news media ... protects us from terrorism" - Norm Archer, Onion Movie

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KillerTomato's picture
Location: Florida, USA

Quote:
People who can't enjoy the game because they're too focused on details, whether or not they're technical, gameplay or even story details.

I see your point. It's easy to become so obsessed with the details that you forget to have fun, and certain games encourage this. I gave up playing EverQuest, because, after a while, there just wasn't any more point to the game beyond building my stats and bank account. If there had been something in the game that forced me to *care* about the world, I'd probably still be playing.

Coffee Grinder
Location: Austin, TX

Quote:
If there had been something in the game that forced me to *care* about the world, I'd probably still be playing.

Bam, you're right in with the rest of us. Don't you think some sort of meaningful story or mythology element tied into your character and the overall gameplay might have kept you interested?

That's the whole point of the thread.

be Roo be Roo
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Location: Athens, Greece

I was once thinking about why my wife, and other women I know like "adventure" games like Myst, or The Longest Journey, and why I don't so much. Then I realized that every game that I have ever played and enjoyed involves killing, even if on a removed/metaphoric level.

I don't play sports games, so I can't argue effectively whether they count as metaphorically "killing" the other team. But I'm guessing football at least works on that level.

So yes, I'm this caring, sensitive guy, comfortable with his masculine and feminine sides. And all of my games involve killing. I also like sipping tea and discussing poetry. And drinking Guinness while describing how my dwarf barbarian hacks off the head of the orc.

And that's...okay.

PIE MASTER
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Location: bay area

The Ykesha expansion pack had a major story element in it.

The Frogs took over Guk. I thought that was really neat to throw and angle like that in there after all these years.

Sometimes effective story elements are subtle.

Being fangoriously devoured by a gelatinous monster.