I’ve Got a Date With…

Yes, Destiny.  I write the word with mixed emotions: elation and depression, excitement and irritation, hope and self-delusion.

Why the dichotomy?  It might be easier to explain in list form, and the Internet loves lists, so here’s what I liked about the game:

  • Rarely-explored genre (mythic science fiction)
  • Shooter/RPG hybrid
  • Cooperative story
  • Seamless party system

Here’s what I didn’t like about the game:

  • Limited amount of exploration
  • Repetition
  • Sense of personal insignificance
  • Obsoletion of obtained equipment

Those are very short lists, but they cover the fundamental assets and detriments of the game.  I will elaborate:

Rarely-explored genre (mythic science fiction)

I like science fiction.  I also like fantasy.  I also like not fully understanding the universe with which I’m presented–I like metaphysical conceptual abstractions.  This game does these well, all while maintaining that trademark Bungie theme of hopelessness and self-annihilation.  It’s as if a bunch of really smart people got old and jaded and wrote a story, and that’s something that resonates with me.

Shooter/RPG hybrid

Too often are RPGs reserved for the sword and sorcery genre.  That’s a good match, but I want to build an arsenal of guns.

Cooperative story

Simply put, I want to play a game with friends.  And I find that accomplishing an objective together is more rewarding that shooting my friends.  Although shooting my wife does bring an odd sense of satisfaction….

Seamless party system

No one wants to mess around with the menu for a half hour, trying to figure out how to get a party going.  And no one likes it if someone has to unexpectedly drop and it terminates the game.

Limited amount of exploration

In a fantastically-built universe, I want to go see it, not simply consume it passively while busy with an objective.  Destiny offered some very minor rewards for doing this, but the explorable area was relatively small and didn’t do much to build upon the mystery.  This really detracted from the sense of wonder.

Repetition

Shoot the guy and accomplish the objective.  Then there’s daily missions, which involve going back and shooting that same guy.  Then there’s difficulty multipliers and skull challenges, which involve going back and shooting that same guy under slightly different circumstances, all while he absorbs an absurd amount of bullets, which brings me to….

Sense of personal insignificance

No task remains as statically completed.  Why an I going back and shooting that same guy and listening to that same story again?  So doing that before meant nothing.  Also, since it’s MMO-y, there’s the lingering knowledge that everyone else did that same thing.  No adventure is unique to the individual, and with everyone doing the same adventure, it’s hard to feel as if me killing that guy did anything to impact the future.

Obsoletion of obtained equipment

So I killed that guy and got this really cool gun, which was cool for a week before the next expansion dropped.  Now that gun does nothing, and I need the next and better one.  It kills motivation to work for anything, knowing something better is coming, and it undermines the entire RPG system.

Ultimately, all these negative points are compounded by the fact that every expansion is NOT cheap.  It’s an arms race against a universe that doesn’t value your time or personal contributions.  It’s a time and money sink.

So what do I do when confronted with these contradictions, with Destiny 2 on the way?  Well, I’ll buy it anyway and enjoy the good times with the bad.

–Simon

Oblivion Micro-Adventure

After an especially grueling day of work, followed by an evening of yard work, I found myself in a rare moment of solitude after the kid had gone to bed without complaint.  So to wind down and enjoy this moment, I poured some vodka and booted up Oblivion.

This current character has completed the quests I normally enjoy, and while many more remain, I didn’t feel like being productive, even to the extent of doing favors for imaginary people while I sit on the couch and drink vodka.  I therefore simply sat, debating what to do, in the city of Anvil, watching the townsfolk go about their lives as the pleasant music set a relaxing ambiance.

I admit, I’m a pretty useless Archmage and Fighter’s Guild Master, not that that’s my doing.  After achieving the highest rank, there are no more quests.  The closest thing I could do that would count as academic research befitting an archmage would be to gather ingredients and mix potions, or perhaps find new spell combinations.  But again, I didn’t want to be productive.  I wanted to enjoy my character’s semi-retirement and do some aimless wandering like the washed-up warrior/academic I was.  So I set out on the Gold Road, in the only direction one can leave Anvil.  Perhaps that’s why I like the city so much–it’s the end of the road.  My goal, if it can be called that, was to have a micro-adventure; I simply wanted to waste time and see if there was anything I hadn’t noticed before.

I wandered up to the Brina Cross Inn, picked some strawberries, then went inside.  Apart from the barkeep and random client, no one interesting was within, for those interesting characters were quest-related, and have since departed upon the quest’s completion.  The inn reminded me of Gottshaw Inn–that mystery inn further up the road that seems to serve no purpose.  Perhaps I would visit it and find a purpose.

I left the Brina Cross and continued my journey with renewed purpose.  Shortly up the road, however, I stumbled upon this tragic scene:

The recently departed was a Black Horse Courier–a deliverer of state-sponsored tabloids.  What a sad cause to die for.  Apparently she had been fatally wounded by that wolf lying nearby.  Maybe her noble steed had finished the wolf off.  Either way, the battle must have been recent, as her torch lies, still lit, in the road–almost like a flare.  Had I arrived just a little sooner, I could have saved a life.  Alas, such is the danger of Tamriel.  Since the game mechanics don’t allow me to bury bodies, I simply left.  Shortly up the road, however, came an imperial soldier.  The game didn’t allow me to inform him of the death either, but he was about to stumble across it anyway.  This brought me closure, and I continued my journey.

Shortly thereafter, I reached Gottshaw Inn.  I explored the exterior first, picking a few flowers.  An empty stable sat, presumably intended for the weary traveler.  In the stable, I noticed a small living area.

As I was purposefully not engaged in any quests at the moment, I pondered this sight way too long.  Who slept there, and why?  Maybe, in an act of charity, the inn’s owner had supplied sleeping arrangements for the traveler who couldn’t afford to rent a room.  Maybe I would find the answer inside.

The proprietor had little to say.  The inn’s only visitor, aside from myself, was an imperial soldier who had apparently forgotten his helmet.  He also offered little information, but I concluded with no evidence that his government stipend was already spent.  He continued drinking ale, not moving.  Maybe he had sold his helmet to cover the costs of his drinking problem, and out of pity, the inn’s owner had supplied him those living arrangements outside in the stable.

Upstairs, the rooms were locked, so I poked around the common room.  I noticed a painting on the wall and took a closer look.

I pondered, concluding that it invoked familiarity, as if I had been there before.  Maybe there was a local impressionist artist.  There wasn’t much to go on, but the buildings seemed to be of the unique Anvil style, and since this inn was in County Anvil, Anvil seemed like a good guess.  If it was truly impressionist, then the scene actually existed.  I vowed to find it.

I meandered back down the road to Anvil as a storm started rolling in.  Fortunately for the sake of my personal quest, the trees were pretty sparse in Anvil, and only two were planted within stone circles like those depicted.  I sought the more secluded of the two first, thinking that was a more comfortable place for a painter.  But after circling the tree repeatedly, nothing seemed to line up in a way similar to the painting, so I went back to the main gate, and the tree in the main square.

As before, I circled the tree.  That right branch, the shrub, the buildings on the left.  Gradually, things aligned.

While not perfect, things may have changed slightly since the painting was made.  After aligning this image, I reviewed my surroundings and found myself standing on the sidewalk, next to the local Mage’s Guild hall, against a street lamp.  I was convinced that this is where the artist had stood–out of the way of traffic, capturing the main thoroughfare by the main gate.

I had considered before if the assortment of paintings scattered throughout the game were of in-game places, but I had never spent the time to seek one out.  Turns out, for this one painting at least, it was.  Once again Oblivion had something more to offer–something most people would never notice.

But how far did this go?  Was it possible to find the painter?  From memory, I recalled a easel on the dock.  I went to investigate.  I found it, but it was raining and late, so no artist was out.  Patiently, I waited.  Eventually, the rain stopped and the sun rose, and the artist revealed herself.

As in the true impressionist style, she was painting the scene before her.  I approached, but she wouldn’t talk about her work.  Astia Inventius–I recall the Inventius name.  Pinarus Inventius was an early quest-related NPC.  Together, we hunted down some local mountain lions.  Also, many a time on my way into the city, he had stood in a particular spot, between a tree and rock–rock and a hard place I guess.  I always wondered why, but he never mentioned it.  During that lion-hunting quest I had first approached Astia and inquired as to her husband’s whereabouts.  She had not responded kindly, mentioning his general uselessness around the house, in a manner befitting a 90s sitcom.  Now, as I was talking to her, she said some unkind words about the men in general of Anvil.  So, as all artists, she had some personal problems.  I decided to follow her discreetly.  Perhaps I could spend some time in her shoes and get to know the artist.

As dusk neared, the street lamps came on, and Astia packed up and left.  I followed her back inside the city, where I thought she might go home.  But instead, she continued through the city to the main gate, even passing her husband en route.  Yet, neither acknowledged the other–definitely some marital problems.  She left through the main gate and made for Pinarus’ spot, between the tree and rock.  Curious.  She had just seen him, so she couldn’t possibly be looking for him.  She stood, lost in thought.  I considered her reasoning.

Maybe Pinarus and Astia both pined for earlier days, when their relationship was young and passionate.  Maybe this place had special meaning to them.  Maybe they met here.  Maybe he proposed to her here.  Maybe the truth was sadder.  They were childless, so maybe a tragedy had befallen their family on that spot.  I approached, and she greeted me in a friendly manner, but wouldn’t discuss anything beyond idle rumor and her disdain for the townsfolk.

After two hours, she left and headed home.  Pinarus was already home.  Neither ate, and they only exchanged a few bits of passing smalltalk.  It was a troubled marriage indeed.  Eventually, they both went to bed, although Pinarus kept his boots and gauntlets on.  I, not wanting to stare over them as they slept, saw myself out.

A local artist–general discontent with men, a troubled marriage, and no child.  I felt for this woman, and wanted to offer words of comfort, yet the game wouldn’t allow it.  I can, however, bring her flowers and leave them on her doorstep, as a simple kindness.

I know of one other artist, in Cheydinhall.  I will pay him a visit and seek out his paintings as well, though I already know his secrets.

–Simon

It’s Spelled Just Like the Word “Escape”

As a suburban father/husband, I just don’t have nearly the time to invest in playing video games as I want.  Between soul-crushing white collar employment (in itself a decade-long pursuit and monumental achievement), maintaining a house from dilapidation, keeping my daughter alive, and writing books that no one will ever read, setting aside some time to do questing can feel like a chore.

But this temporal deficit has also forced me to appreciate minutiae–things I would have normally overlooked.  Ironically, now that I have less overall time, I spend more game time staring at things unrelated to quest objectives.  Someone took the time to program these oddities, and sometimes amusing occurrences manifest which will soon be lost to time.  They both merit sharing, to honor their effort and to capture the moments.

Part of the satisfaction of questing is the feeling of accomplishment upon the task’s conclusion.  This is why I lost interest in Destiny.  You want me to do the same handful of quests repeatedly at gradually increasing levels of difficulty?  No thanks.  That’s no longer even a chore, it’s Sisyphus’ eternal punishment.

I have quested far, overcoming insurmountable odds, and have been thusly rewarded with this powerful and UNIQUE armor…god dammit

Perhaps it’s because so much of my life is objective-driven that when a game offers me the chance to deviate from objectives, I inevitably find myself lazily drifting through the virtual environment, basking in the awe that these beautifully-constructed worlds offer.  Recently, this is Fallout 4.

Even raiders can have anger issues
I guess there isn’t much with which to decorate in post-apocalyptia
I might kill myself too if everyone I loved had been incinerated in a nuclear blast
What happened here exactly, did she get drunk, miss her cat, then shoot herself–or was she about to shoot herself when the bomb went off?

I think it’s time to boot up good ol’ Oblivion again.

–Simon

Changing Priorities

Have you ever played a video game series, and the dates of release uncannily correspond to life events?  I take this as evidence that I am of the gamer generation, not simply here during a time in which video games exist.

Man I wish I could have played that

Back when I was in Jr. High School, I had a friend who was obsessed with Fallout.  He talked about it endlessly, and I admit that it sounded bad-ass.  But, my family was not only opposed to video games (of the generation that considered them mind-rotting indulgences (you know, the Victorians complained about their children reading too many books–some things never change)), but we were an Apple-using family–back in the day in which it was considered counter-culture and what I considered cool, but therefore excluded from the PC-gaming community.  So I never got to play it.

A couple years out of college, and into the beginnings of my disillusionment upon experiencing the workforce for the first time, I used my newfound full-time salary to escape reality.  It was during this period, 2008, that Bethesda, having now acquired the rights to the Fallout franchise, published their first game under that title: Fallout 3.  And, it was fantastic.

I don’t want to set the world on fire

At the time, something I didn’t realize, was how appropriate the narrative was to my circumstances.  In a very abridged plot synopsis: a young man gets involved in some local politics, enters the bigger world in an attempt to find his father and the work he was entangled with to better said greater world, and in the process achieves his noble victory at great personal loss.  How strongly that resonated.  How much I wished that my own suffering was for some greater cause.

In 2015, Fallout 4 came out.  By that time, I was married and had a daughter.  This time, the plot involved tracking down my spouse’s murderer and child’s kidnapper.  Ouch.  It was a bit of a different emotional pull.  Plus, this time the game’s theme involved trying to rebuild the world and take care of the populous, rather than generally ignoring or using them to further personal objectives.  The protagonist, in these regards, was far more mature.

It’s all over, but the crying

Some consider me a part of Generation-Y, while others define me as at the older end of the Millennials.  What seems to be apparent, however, is that I am at the exact age during which video games evolved from simplistic novelties into powerful forms of emotional media.

–Simon

Not So Boldly Going (Part 4)

Tutorial finally complete, it was time for questing!  First order of business: inform the widower of the Bile Hurk’s former first officer that she died in glorious combat…or I’m assuming anyway.  If you recall, Kur’P Ud Wakk more or less stumbled into that scene, so the particulars of her death, beyond that the former captain dunnit, were left to speculation.  Still, Klingons.  I imagine if I told her family that she died like a bitch (like the captain), then the streets would flow with the blood of Klingons.

But I didn’t have the choice anyway.  For an RPG, this game doesn’t exactly have a whole lot of decisions built into it.  But this is an older game from a time preceding RPG character repercussions, so I had no choice but to be the good guy.  Following the GPS embedded into the upper-left corner of my eye, I found this guy and delivered the news (yes, by pressing “A”).  Button mashing commenced, because I really didn’t care at all about this guy or his reaction.  Kur’P Ud Wakk’s short command career had apparently already made him incredibly callous.  I left the Klingon to grieve, which probably meant blood wine…because they’re Klingons and that’s all I’ve ever seen them drink in any of the Star Trek series.  Klingons have blood wine, Romulans have Romulan ale (which is illegal in the Federation because of some embargo, like Cuban cigars–this gets mentioned a lot), and the Federation has their non-alcoholic synthesol (although Picard has been known to enjoy some genuine wine from his family’s estate in France).  The future of alcohol seems pretty sad I must say.  I muse on this while I pour another glass of bourbon from my decanter.

I think Hugh Janus had to do this as well, which seems a little odd.  Imagine an enormous Klingon runs up to you and tells you that your wife is dead, all the while someone else stands awkwardly close to your conversation, only to interject the moment you finish talking to tell you that your wife is dead.  I’m no Klingon, but that might make me a little violent.  To recap, it went something like this:

Kur’P Ud Wakk:

‘Hi, your wife is dead.’

Widower:

‘Uh, okay.’

Hugh Janus:

‘Hi, your wife is dead.’

Widower:

‘…Yeah, okay, I got that.’

Kur’P Ud Wakk and Hugh Janus high-five and shout in celebration, then take of running at full speed, because no one ever walks anywhere in an RPG.

But the Klingon did not get violent, and despite the nature of the quest, we celebrated having successfully completed an objective together.  We had figured out game mechanics.

But the quest was not yet completed.  For some reason, this objective was lumped in with the next: going to a warehouse, shooting some people, and activating terminals.  So we do just that.  Kur’P Ud Wakk skillfully balances pressing the right trigger and “A”, dropping foes with his disruptor.  Hugh Janus, on the other hand, goes in ineffectually swinging a bat’leth.  Kur’P Ud Wakk suspects he was impressed after witnessing his own mad break-dancing moves earlier and wants to show off.  I anticipate a bat’leth duel between the two at some point.

On the way out, a bigger baddie shows up, which requires many more pushings of the right trigger.  He drops, we leave the warehouse, and then we run around the station for several minutes trying to figure out where to go.

Which brings me to my next point: email!  How many RPGs have you completing objectives, but you have to physically return to the quest-giver?  And these are futuristic games.  We have video conferencing and voice chat, yet when it’s time to send a message back, the player character is apparently incapable of initiating the communication.  Like some old geezer who can’t figure out his cell phone and says “Fuck it, I’m just going to go pay this guy a visit.  I’ll go jump in my Buick and drive 20 in a 45 while everyone else is trying to get to work on time.”

Eventually, perseverance pays off when we collectively explore the entirety of the compound’s physical space, and successfully complete the objective, thus officially completing our first quest together.  I celebrate with a glass of bourbon.

–Simon