I have a fear of failure. It keeps me from doing some things in my day-to-day life, it drastically reduces the number of risks I take (in or out of games), and it makes me question whether or not I want to continue doing certain things once I’ve achieved a certain level of progress but feel like I’ve hit a brick wall.
Connected to this fear of failure is a big amount of stress (it’s stressful trying to avoid failure) and I hold myself to (occasionally) absurd standards that just invite the stress and the sense of eventual failure. Yay self-perpetuation, huh? This further causes a strong sense of restlessness when I just want to kick back and enjoy myself only to find that the things I typically do are filled with strategies and methodologies that are designed with an eye towards avoiding failure and sometimes I just want to PLAY without fear.
There are very few ways to reduce the fear of failure. One of them is a save/load mechanic. Seriously, I save a lot. My father taught me that a quick way to keep that soldier from dying is to save at the end of every turn and if things worked out okay by the time my next turn rolled around, save on a different spot at the beginning of the turn. If things didn’t work out, reload and see what you can do to fix it. Rinse and repeat.
Another method to reduce my fear is the game design. Honestly, if I can pick up a game quickly and it just comes easy to me, I’ve got no worries. I’m not afraid of screwing up Final Fantasy Tactics because I know the game very well (and I know when I need to prepare… Riovanes Castle SUCKS!… also, I was taught some nifty tricks that help me be prepared). FFT comes EASY to me.
I suppose when it comes to my fear of failure, preparedness helps. I keep a notepad next to my computer so that when I play games, I can jot down things I should remember. When crafting in Galaxies, I would hand write the list of resources I needed and manually go through my resources to see which ones were the best for the job at hand (and I would figure THAT out by using a bit of math that required a calculator). When playing LOTRO, I keep a list of the tasks for a region at hand so that I know what I need, how many, when I can turn them in, and when I can’t turn them in any more. I love strategy guides that help me prepare for what’s ahead with little tips like “you should make sure to purchase plenty of potions for this next part: FAIR WARNING” or something like that.
If we want to get into the psychology of it all, I suppose it’s a fear of the unknown, a fear of failure and a fear of loss that are all interconnected to bring me here. I’m a sore loser, sure, but that comes from those fears. I do what I can to face these fears in the context of games and I feel that it helps somewhat. The other day I was playing LOTRO and running a quest that took me into the Misty Mountains (a place I have NO right to be in at level 33). I was scared out of my mind, but I kept moving. I didn’t know what was ahead, I didn’t want to die and have to run out there all over again, and I didn’t want to lose progress. I pressed on, hoping I wouldn’t get screwed over by a level 43 Warg (or whatever was there). I eventually finished the quest, but my hands were shaking.
I guess you could call me a coward. I’m working on it though, slowly but surely. I also love it when things come easily to me and I don’t like to beat myself up just because I’m focusing on the easy stuff. I have a friend who refused to call Diablo II finished until he’d defeated it on the highest difficulty setting. I beat it on two of the three settings and considered it a win. I don’t understand making things hard on yourself when you’re trying to have a good time. Why wouldn’t you try to swing everything in your favor when playing games? Why wouldn’t you approach a quest at a slightly higher level with good equipment if you could? Why wouldn’t you do everything possible to ensure victory the first time around? Why would you do something that you feel you’re going to screw up at over and over again? I suppose I give up too early, but I just don’t see why I need to stress myself out over the failure that I know is coming. Occasionally I can pull a win out of a near loss, but it really scares the crap out of me.
So, I have these fears and I’m working with them and around them as best I can. I suppose that’s all anyone can really do or expect from anyone else.
Until next time, relax a bit!
P.S. “But he had hardly felt the absurdity of those things, on the one hand, and the necessity of those others, on the other (for it is rare that the feeling of absurdity is not followed by the feeling of necessity), when he felt the absurdity of those things of which he had just felt the necessity (for it is rare that the feeling of necessity is not followed by the feeling of absurdity).” – Samuel Beckett, Watt
I was listening to some video game music on YouTube this morning and I happened to glance down at the comments. There were a couple of people saying how awesome it would be if there was to be a remake of the game to which the music belonged. A few commented that any remake would not be as faithful as we would hope. Mind, that’s just my interpretation of YouTube comments… they’re typically not so verbose or well worded (not to mention improper spelling and grammar).
I’ve been around almost as long as the video game industry. I’ve been playing games for most of my life. Some of the games I grew up on have built up a rather impressive catalog (Civilization just hit its fifth iteration, X-COM is seeing a reboot as a first person shooter without the hyphen, Sim City spawned the incredibly successful Sims series, etc). For the purposes of this discussion, sequels aren’t remakes or reboots, they’re just the logical (sometimes illogical) evolution of a game.
There has been a clamor for remakes and re-releases these days by my generation. We want to see our old games brought back to the fore and given the attention they deserve now in this age of the internet where we can discuss them openly instead of getting a bunch of blank stares from gamers half our age. I’ll get into the age issue later, but for now, let’s take a look at some remakes and re-releases.
In my opinion (and since this is my little site, everything here is my opinion), one of the best remakes/ports has to be the continuing of Lunar: The Silver Star since 1992. I wrote about it earlier here, so I won’t go into too much detail. The original game came out in 1992 on Sega CD (well, the Japanese version; the North American version was 1993), the first remake was Lunar: Silver Star Story Complete for the Sega Saturn in 1996-7, and later released on the Playstation in 1998-9. Further, there was a Game Boy Advance remake in 2002 called Lunar Legend and lastly the Playstation Portable remake in 2009-10 named Lunar: Silver Star Harmony. Each of these remakes showed improvements in the graphics and/or voice acting (especially in the PSP release) and introduced new or different gameplay elements (or in one case, changing the main character’s hobby from playing a harp to playing an ocarina and rewriting the game to reflect that).
In the case of other games (this whole paragraph is now off the top of my head), I own a copy of Final Fantasy III for the Nintendo DS which is a graphical update from the original. I’m not sure about the gameplay or anything else (except to reflect the touch screen and dual screen nature of the console, which I consider an assumed update). Also, there was a release of Final Fantasy I and II for the PSP, Final Fantasy VI for the GBA, Final Fantasy IV, V, and VI on the Playstation, Chrono Trigger for the Playstation (that added animated cutscenes) and later the Nintendo DS (that has additional gameplay). Even more modern games like Disgaea has been rereleased on the PSP and the DS with appropriate gameplay adjustments and the whole Ace Attorney series originally came out on the GBA and was re-released on the DS. Final Fantasy Tactics got an amazing revisit when it was remade for the PSP 10 years after its original Playstation release and it added cell-shaded cutscenes, voice acting, a rewrite of the script to eliminate some of the mistranslated speech, and multiplayer gameplay.
Also, there has been a resurgence of re-releases courtesy of digital download services like Steam and Impulse. I’ve got full access to X-COM UFO Defense on Steam (which experienced a re-release or two) and Master of Orion II on Impulse. These are both mid-1990’s games that I spent a lot of time playing (and if you look at my Steam profile for X-COM, I still do). With access to old games, I’ve noticed something about myself… I’m BETTER at them now than I used to be. Not just through repetition of gameplay (because I stopped playing them when Windows decided to not let me run them ordinarily), but through the fact that I’m a much more experienced gamer today. I was playing Master of Orion II recently and discovered that the easy difficulty setting was too easy, which was odd because it used to be fine for me. I cranked up the difficulty to average and it was STILL too easy. I think I’m going to kick it up to hard next and see what happens.
For someone like me who grew up with these older games, a remake is a mixed bag. Part of the experience of these older games was dealing with the copy protection and the low resolution, DOS command lines and the early generations of sound cards that could only generate 8-bit music (eventually better). However, I would love to see my old games revisited and updated… better graphics, better music, glitches fixed, gameplay streamlined, but I don’t want any significant changes. Often when there’s a remake, the fear is that the developer will change the fundamental aspects of the game. This is partly unfounded as I’ve never seen a remake that drastically changed the way the game played, but I have seen sequels that are nothing like the original (Master of Orion 3 was a disaster).
This leads me to my perspective: I want to see faithful remakes of the games I grew up playing. I want to see graphical, musical, effects upgrades across the board, but I want the gameplay to essentially remain the same. Sure, some of the fan-made projects for X-COM has made playing the game more interesting and convenient (like a map randomizer to mix things up a bit or a mechanism for the game to remember what equipment was on which team members). I feel that these re-releases on Steam and Impulse could be the beginning of something incredible if companies would tackle such things. Admittedly, most companies are more interested in making new or derivative games instead of revisiting older ones for overhauls. Plus, in the case of some games like X-COM Interceptor, the source code has apparently vanished and any fixes or remakes are just not in the cards. Honestly, remakes/re-releases of games like Lunar, Final Fantasy, and Chrono Trigger are thrilling for me and I jump on them when I can. I love having a portable copy of Chrono Trigger and Lunar and Final Fantasy Tactics. I’d love to see a PSP version of X-COM UFO Defense one day, but seeing as they’ve already started pulling away from the UMD hardware (from what I’ve noticed), I doubt I’m going to get my wish.
Nostalgia is a powerful thing. There’s something in it that makes us look upon the things we treasured way back when through our rose colored lenses and value the old over the new. Remakes are a kind of compromise and even today, remakes are often derided as worse than the original. A prime example of this is a forum thread I was reading last night regarding Lunar: Silver Star Harmony on the PSP. In it, some posters commented that it was easier than the original, that it was somehow less than the original. This kind of thinking is dangerous for those of us who would love to see our old favorites revisited in the future. I wonder if these people ever considered that because they played the original, they were somehow better at later versions of the same game. I’ve played Lunar in nearly every iteration and to me, it’s the same game every time. Of course, I don’t have the luxury of being able to play the original Sega CD version next to the newer PSP version. This issue occurs with movies too (anyone notice the whole “I hate the new Star Wars trilogy” thing mostly coming from those people who grew up with the original?). The older we get and the more advanced we become with regards to education and technology, the more critical and demanding we become of our forms of entertainment. Why can’t it be like the good old days? Because those days are long gone, but if you open your mind just a bit, you might find that your favorite story has inspired a slew of others just like it… Master of Orion was the original game that inspired the coining of the term 4X (Explore, Expand, Exploit, and Exterminate) with regards to video game genres and has since inspired games like Sins of a Solar Empire, Galactic Civilizations and many more. Wolfenstein 3D inspired every first person shooter we have today, from Unreal Tournament to Medal of Honor. It’s good to go back to the beginning to see where it all started and awesome if you experienced it as it happened, but take a look outside every now and again and try something new. I promise, you won’t be disappointed (unless you want to be, in which case, that’s your problem).
I suppose my new point is this: don’t rely on the remakes and re-releases, but if they do come along, vote with your money and let the companies know that their effort in revisiting their older games is a welcome diversion. In the mean time, let developers pay tribute to older games by making new ones and vote with your money on those too. Feel free to compare the old and the new, but understand that if that old game were made today, it would be completely different due to the reduced limitations on technology. Apparently Silent Hill was much scarier back when there was a ton of fog (which was implemented since the hardware was limited in what it could show) and now today you can see all the way to the horizon and things aren’t so scary any more. Be understanding.
Until next time, keep on playing the classics you love and give the descendants a chance to become new classics!
P.S. “Nostalgia, as always, had wiped away bad memories and magnified the good ones.” from Living to Tell the Tale, by Gabriel Garcia Marquez.
P.P.S. Yes, I want a remake/re-release of Terranigma. I think out of the three Quintet/Enix titles (Soul Blazer, Illusion of Gaia, Terranigma) the last one is the best and deserves a DS release at the very least.
Mostly, this is an addendum to Part 8: Characters, but I felt it warranted its own discussion. I’m linking everyone’s theme songs to their names because their individual themes helped to define their character and the emotions when you encountered them and it’s how I remember them years later.
It’s an interesting thing, considering characters in games your friend. Growing up, I recall playing Chrono Trigger at a friend’s house as well as Final Fantasy VI and Final Fantasy Tactics. The time spent at my friend’s house was my real introduction to the Japanese RPG and the start of my development into the gamer I am today. The main characters, especially in Chrono Trigger and Final Fantasy VI, became my friends. From moment one in Chrono Trigger, I was involved because of the people.
Has it ever happened to you? You’re enjoying the local festival and you bump into this girl with a ponytail. She then decides to tag along as you try out the festival games, praising your competitive nature at the soda drinking competition and your strength at the strongarm game. You stop to check out the supposed “teleportation device” and she, being the lovely lady she is, is asked to get up to try it out. Her pendant glows, and before you can do anything, she is whisked away into some swirling vortex. Being you, you can’t let this slide. You grab the pendant that was left behind and you jump onto the platform and vanish into a similar vortex… only to find yourself 400 years in the past.
That’s the intro to Chrono Trigger. A weird sense of responsibility to a girl you (Chrono) had just met thrusts you into this time-spanning adventure. You come to know the girl you bumped into and you collect an odd array of companions as you go, getting to know each one along the way. They become your friends and after spending hours on end playing the game, I was glad to have them by my side. Dungeons can be mighty lonely after a while and having two more people with me makes things so much better. To this day, I remember fondly my times in the world of Chrono Trigger and even now I still go back there to spend time with my old friends Marle, Lucca, Frog (aka Glenn), Robo, Ayla, and yes, even Magus. In fact, the music of Chrono Trigger has special meaning for me because I experienced every moment of that music in the context of the game and with my good friends. When I hear the music, I remember fondly my times with them and something tugs at me to go relive it.
Something very similar happened to me when I played Final Fantasy VI (which, at the time I knew only as Final Fantasy III). The game starts out with this mystery girl using a suit of MagiTek Armor with a pair of guards similarly equipped (the eponymous Wedge and Biggs, but back then they were Wedge and Vicks). They storm the town of Narshe and encounter a frozen “esper” in a cave which causes the deaths of the guards and knocks the girl unconscious. She awakens in a house and is told to flee before the locals find her. Well, they find her but she’s rescued by Locke, a “treasure hunter” with a heart of gold. Eventually you come to be introduced to Edgar, Sabin, Celes, Cyan, Shadow, Gau, Mog, Umaro, Relm, Setzer, Strago, and Gogo. Oh, the mystery girl’s name is Terra. Each character had their motivations, their stories, their issues, and their complexities. At one point your entire group gets separated from each other and with Celes as your only character, you set about searching for your friends. By this time, yes, they are my friends. Well, not so much Gogo or Umaro, but it’s hard to be good friends with the mimic and the Sasquatch.
To this day, I can go back and play those games because to me they’re more than just games, they’re ways for me to hang out with my friends again. To relive those adventures with those who stood by my side through every battle and obstacle.
In a way, you can extend this to the MMO genre of games as well. You’re adventuring side-by-side with your friends through the wilderness and dungeons that lay strewn upon your mutual path. Exciting, isn’t it?
Until next time, remember your friends fondly and go back as often as you can to that far off time!
P.S. This reminds me of a passage from a book…
Old stories told by travelers,
Great songs that bards have sung,
Of Mossflower summers, faded, gone,
When Redwall’s stones were young.
Great Hall fires on winter nights,
The legends, who remembers,
Battles, banquets, comrades, quests,
Recalled midst glowing embers.
Draw close now, little woodlander,
Take this to sleep with you,
My tale of dusty far-off times,
When warrior hearts were true.
Then store it in your memory,
And be the sage who says
To young ones in the years to come:
“Ah yes, those were the days.”
– Brian Jacques, Mariel of Redwall
I’ll be out of town for the next week. Apologies for not writing much this month, but I’ve been busy playing games instead of writing about them.
I’m bringing along the old PSP with Final Fantasy Tactics, Lunar: Silver Star Harmony, and D&D Tactics. I’m also taking my laptop with Civ IV and Mass Effect 2 (and a few others).
I’m actually enjoying the replay of Mass Effect 2. There’s something about the atmosphere of the sequel that makes it superior to the original where I don’t doze off while playing. I’m serious, I’ve caught myself nodding off during replays of Knights of the Old Republic (1 and 2), Mass Effect, and Neverwinter Nights. Bioware makes an amazing story, but I have a hard time stomaching replays of their games. Well, then again, most Final Fantasy games are once-throughs for me (except VI, but I’ve caught myself nodding off once or twice replaying that one).
Anyways, don’t burn the house down while I’m gone and be sure to feed the fishes. Wait… where’d those fish come from?
Until next time, keep awake!
A quick aside before I start this piece: I’ve recently read that a new X-COM game is in the works by 2K Games (the people who made Bioshock). Well, it’s actually called XCOM (no hyphen) and it’s going to be a first-person shooter, so obviously the fans of the original were and are a bit steamed that they’re not getting a dedicated remake of the original. I’m hoping for something cool, but I’m worried I won’t be able to play it due to the motion sickness I tend to get from first-person shooter style games. You can check out their minimal site promoting the game here and the article I read regarding this is here.
Now, the thing that keeps me coming back to games on top of great music and heroism: a sense of progress.
Most games, if not all, give the player a sense that they’re making progress somehow. In a first-person shooter, your progress is typically measured by the number of levels or zones you’ve completed (or the fact that every area behind you is devoid of enemies) and sometimes by the development of a story. In a role-playing game, your progress is typically measured by the progression of the story, but also by the levels/skills/equipment gained by your character or party. In puzzle games, the puzzles get harder to complete. The list goes on. Without this sense of moving towards something, I know that I get very frustrated. Personally I find certain games to be very pointless, but allow me to explain this particular perspective.
When I perceive a game as “pointless” or “a waste of time”, I’m typically referring to the lack of a story or some sort of measurable progress. Solitaire is a great example of an entry into the “pointless” category. Likewise with a lot of casual/browser games like Bejeweled and so forth. Yeah, I supposed the game sometimes gets more difficult in a fashion or deeper in some way, but how does Bejeweled compare to say Mass Effect or Bioshock or Wing Commander? Well, partly, it doesn’t, but as an expenditure of time, I’d rather spend my time experiencing the full story of Mass Effect as opposed to wasting hours trying to beat my top score of 735 in Solitaire (yeah, I can’t seem to do it). I’m not saying I DON’T waste time playing Solitaire (it keeps me busy while I chat online or watch streaming television programs), but I’d rather spend my time in a more productive fashion (if playing a game can be called “productive”).
Making progress is an everyday thing that kind of occurred to me earlier today while pondering what else I could talk about in this segment. I mean, I measure the progress of reading a book by how much is left to read and how much I’ve already read. I measure the progress of eating food by how much food is left to eat and how full I feel. I measure the progress on this article by seeing if I feel like I’ve said all I want to say at that time (I reserve the right to bounce around and add and edit). So it’s only natural that a very obvious sense of progress is applied to our forms of entertainment.
I really do believe in the “to each their own” perspective with video games (among other things). By that, I mean that everyone has a different preference for gameplay and in styles of progress it’s no different. I prefer having a clearly defined personal progression (levels, experience, skills, so on) and I look forward to character development and storyline progression. I have friends that don’t care so much for the story as for the number of kills they can rack up before it’s time to quit. I have other friends that appreciate the leveling mechanic, but could take it or leave it because they just want to have a good time. However you play it, every game needs some sort of satisfying progression mechanic to make the player feel like he’s doing well or accomplishing something with his time (and money). I know that earlier today I felt great satisfaction reaching level 8 in D&D Online on my new favorite character and that I’m doing pretty well fending off the alien invaders in X-COM Apocalypse when I played on Saturday by how I’ve been aggressively intercepting UFOs before they have a chance to drop their troops in the city. We all want to be successful and an obvious marker of that is a sense of progress.
Of course, you get the occasional spanner in the works there. By that, I’m referring to Wing Commander. The creators put a winning story and a losing story into the game. If you lose a mission, it’s not the end of the world, but you’re put on a slightly different path for a bit. If you lose more than one mission, well, you’ll probably see some cutscenes I’ve never seen except as movie files on the net. This is a type of progress and some people intentionally fail these missions to see the movies for themselves. It’s something they implemented in all five of the primary Wing Commander games (don’t recall if they did it for the expansions, but they probably did). The issue with this winning track/losing track thing is that the game takes a lot of extra development and most developers would rather spend time on ONE story rather than on WINNING STORY vs. LOSING STORY. More’s the pity because that adds a level of complexity to the progression mechanic. In the end though, I can easily say that I get way more satisfaction stopping all the bioweapons in Locanda and being able to save Flint’s home than being forced to protect the evacuation of the system. For more on this story, I’d recommend looking up Wing Commander III: The Heart of the Tiger. I also recommend visiting the game guides for the Wing Commander series because you can actually see the differences in the missions when you win versus lose. Oh, and for more Wing Commander goodness, I recommend my browser homepage.
A great game that displays all three of the components I’ve discussed thus far (Music, Heroism, Progress) is Star Wars: Knights of the Old Republic. In this game you have the epic Star Wars music to back you up, you have incredible moments of heroism and places where you can be that guy or gal who saves the day, and several markers of progress in the levels of your characters, the number of locations you have left to clear out (or the number of places you have cleared), and the story where you can go light side or dark side. It’s a great example of a quality experience, at least according to my own metric that I’m building here. There are other games that have more varied reasons within my current structure (Final Fantasy Tactics, Unreal Tournament, Lunar: Silver Star Harmony, etc) but I’m not going to go through all of them right now. Besides, I think I might have another couple of things to add to my What makes a great game? series.
Until next time, keep moving forward (even if it’s the losing track)!