Wednesday, November 30, 2016

Life Is Strange is everything wrong with the modern adventure game; but I still recommend you play it

"Rachael's Bracelet".

This phrase will probably trigger me for the next seven years. There's a point in Life Is Strange where one of your four dialogue options is "Rachael's Bracelet", whilst speaking to a man wearing the bracelet of missing local teen, Rachael something or other, it just occurred to me that I hadn't bothered learning her last name. Honestly, I had tuned a lot of the game out at this point. It had made me sit through obnoxiously lengthy set pieces and everyone's terribly acted out and terribly written dialogue combined with the stiff expressionless faces the models had plastered onto the the front of their heads now pushed me to the point of simply tolerating playing the game, not being actively invested in it;

And then I chose to bring up the rather factual point that the man in front of me was wearing the bracelet of a missing girl.

And that prompted main character Max Caufield to fly off then handle and accuse a known drug dealer carrying both a switchblade and a loaded gun of murder and keeping secrets, when in reality, I just wanted to point out the man's fucking choice in jewelry

This was the moment where all disbelief could be suspended no more, when the immersion broke, where the glass ceiling shattered and I saw the game as it truly was; kind of a garbage fire.

You could see developer Dontnod had only the most basic grasp on some of the things Telltale managed to perfect years before.

Mention Bioware and a lot of players will groan and think of dialogue trees where the on screen text prompts say one thing, and then the words that fly out of your avatar's mouth are completely different. It's honestly a little unforgivable. Imagine other games did this? Imagine Dark Souls said, press Circle to dodge, but then you do and instead your character starts doing the Cha Cha real smooth whilst a three headed dog demon barrels towards you and you've now committed to standing there and allowing your last moments to be of you shaking dat ass before it's swiftly introduced to the pavement.

But this is just the beginning. There are invisible walls everywhere. This wouldn't be a problem if the game didn't hide beer bottles in fucking obscure locations while Max walks with the urgency of a pensioner taking a sunday stroll and barks out vocal ques that are too vague to actually help you.

I'd say those are the games worst offenses, but I'd be leaving out one really large one; Life Is Strange just has no fucking respect for your time; yes, you can fast foward through dialogue you've already heard; But you can't skip a lengthy conversation you know is dull and meaningless, especially if you just want to get on with whatever bullshit meaningless fetch quest the game has sent you on and this is the fourth NPC you're talking to. It's just unwelcome at that point. And let me not forget to spread a circle of fucking salt around that clusterfuck of a bottle hunt that I swear even the fucking developers hated.

There's padding, poor lip synch, awkward animations... The list goes on. I could fill this post with nothing but criticisms and nitpicks and we'd be here until next Wednesday.

But I think let me address one more thing that honestly bugs me about the game probably to the greatest extent. Now the most of the problems I've mentioned were either technical issues or nitpicks, but one of the things grating on the back of my skull was just Chloe.

The cringe fest that is Chloe's dialogue aside (I'm not sure if it's supposed to be some form of ironic patronising millennial speak or if she's supposed to be the hip alternative indie girl of your dreams but I spent the majority of her time on screen looking into my own eye sockets and wondering if somewhere an ex-Disney screenwriter was silently contracted to speed up production by copy pasting from the worst of their sitcom line up) the immediate first thing that came to my mind was Cosima Niehaus from Orphan Black who had that bad ass moment where she firmly declares


And trust me, Cosima is a bad ass queer icon who makes me happy I didn't bleed out at that one twenty first I went to where I got exorcised and banged my head on a corner table.

However, the most interesting thing about Chloe however is that her hair is blue.

I mean, yeah , she has a tragic backstory and all, and she probably likes vaguely the same music your dad liked in his punk phase while high on cocaine under a nearby bridge living with his parents in the suburbs and yeah she wears a beanie and probably skates and reads manga and curses like a sailor and graffitis the walls of her room... I'm not sure I'm perfectly articulating what I'm trying to say.

Chloe is punk waifu bait.

Like there's always this neon sign above her head that says "I'm so fucking counter-culture" and along with the other groan worthy things in the game, it just never goes away. It makes me think of Poochie from The Simpsons and I'm almost certain Chloe was created with a similar thought pattern. There isn't really any sense nuance or originality to the character, hell, we already have a Ramona Flowers, and at least Ramona swings around a cool smiley hammer and Bryan Lee O'Malley at least wrote the word bi-curious in the panels. Hell, if someone at least said the words gay, lesbian or bi then it wouldn't feel so damn queer baity but it does. It's like you're supposed to love this character on the superficial things about her like her taste in music and the colour of her hair and her generic ass sobstory instead of the one thing that Life Is Strange actually does half decent, and that's an organic same sex love story between two girls caught up in a time travelling adventure. You learn to really care for Chloe through her interactions with Max, like that moment she photobombs one of Max's selfies in bed, and when she intervenes when Nathan starts picking a fight... Your interactions with Chloe count for so much more than her too cool for school attitude and vague liking of things you may also like, but like, in a cool, hip way. Chloe isn't entirely unbearable but why the hell is the game trying so damn hard to make me dislike her?

Okay, now that I have drawn my circle of salt and positioned myself firmly in the middle of it, I guess this is the part where I say, despite all that, you should play Life Is Strange.

So, despite all that, you should probably play Life Is Strange.

The reason is because it doesn't do anything related to the adventure genre very well, but the things it adds it does do very well. The over the shoulder camera comes to mind.

Telltale has a habit of using very static, planned shots in their scenes. You view from one angle, usually with a little wiggle room, but it's all very cinematic.

Life Is Strange, for the most part, let's you move the camera around when not in dialogue or QTEs. You can move Max and move the camera, and this let's it the game feel a lot more like a game than an interactive film. Which feels really great. The camera itself just swings in a really nice way and I spent the first five minutes just wiggling it around and looking at all the interactable items in the room.

The HUD is really quirky. It's got that Chalkboard drawn feel to it, so along with the folk/indie soundtrack the game feels super grounded. It never feels like some huge Triple A production but more like something aiming to be it's own. And this is the closest it actually gets to relating to the market its aiming for, by using game feel to communicate with the player. It's easier to get into the frame of mind the game wants you to be in because the HUD combined with the soundtrack draws you into it.

And the soundtrack is really amazing. The Indie/Folk stuff is the best, it's moody and a lot of the time just fills up all the space in the air, and you always feel like you're a moment away from some life changing introspective thought and that's really nice. It really conveys that coming of age, finding your way in the world story every teenager goes through. And it's not just some generic blend of 90s punk and grunge, which would have been the easy pick. 

There are lots of moments where you can just sit around and let Max think. I love when games let you organically modulate your own pace. This is a fantastic one. Just letting Max think, and recap her day, or the week, and ask questions, mull over events, just sitting down and doing nothing is an idea that games could use way more of. Pacing especially is everything in a good, emotionally connecting story and Life Is Strange absolutely nails that much.

The game itself is really pretty. There's some chromatic aberration, the scenes always feel soft, I have to congratulate the colourist on making everything just pop. The game does fulfill as a sense pleasure, and that is one of it's biggest strengths.

And Max and Chloe do have a great, organic relationship dynamic which I never felt regrets about going through. Chloe could be a little one note at times and honestly I found myself questioning over and over again if she's even a good person, hell, a person worth going through half the trouble you do go through for her. But you can't help but get attached, especially during this one scene in Chloe's bedroom and sure, there's another option, but it just feels so satisfying to make Max take that leap of faith. It's a great emotional pay off marred only by some awkward performances from the characters, but that you can chalk down to the low fidelity of the game's models in general.

This is where I'd usually find more to complain about but I'll definitely just leave it at, go play Life Is Strange, if only just the first episode, which is free. But really, if you get to the bottle hunt in episode two, look up a guide, it was designed against you and it's not worth the fucking time it takes to complete it.

Monday, November 14, 2016

Ghost In The Shell's Whitewashing

Scarlett Johansson has made a name for herself as an action heroine. With huge roles like the titular Lucy and Natasha Romanoff/Black Widow in several Marvel Cinematic Universe films, she's all but set for a top billing in a major Anime adaptation from director Rupert Sanders. She's capable and has the talent and popularity to drive box office sales.

The issue however comes in when you realize just how difficult it is for Asian-American actors to land leading roles.

To say one thing in the film's defense, it's pretty huge for a blockbuster action film to have a female lead, let alone to be a high budget adaptation of a critically acclaimed Japanese animation.  This brings a lot of diverse culture and ideas to mainstream audiences. And any leading female cast in the type of role that is generally played by men is also a huge win for feminism.

However, Kelly Hu, Sandra Oh, Lucy Liu, Yunjin Kim, Davon Aoki, Rinko Kikuchi , hell, even Kristin Kreuk could have been cast and none of the above would be invalid. It's not like Hollywood is devoid of Asian actors with long careers and star power. And even so, some of the best selling films of all time have had relatively unknown leads.

But here's where it gets tricky yet again; Anime itself has an issue with race. Let's take... Say, Unbreakable Machine Doll as our case study.



Of what ethnicity would you guess this character is? That wavy mostly straight hair, big blue eyes, pale skin, I'd definitely wager he's European, maybe even from a Germanic country. But he's not, this is actually Raishin Akabane, of the very Japanese Akabane clan. To make matters worse, he's voiced by english voice actor Clifford Chapin.

And this is an unnervingly common practice. Because of how hyper stylized Japanese animation is, mangaka and animation studios often have trouble designing Japanese characters as... Well, Japanese looking.

Unbreakable Machine Doll is my favourite case though. Look at the other cast of characters in the show and apart from vocal ques (I'll admit Lisette has a really pleasant Irish voice in the English Dub) and their names, I couldn't tell you their country of origin.

One of the many reasons so many western cartoonists opt to use anthropomorphic animals as their characters is that there are only so many different ways to draw a human face. I mean, Bugs Bunny, Mickey Mouse, Felix The Cat, Garfield, Snoopy, Hobbes, Sonic... Half of these characters would be unremarkable as humans.

Anime gets around this unfortunate handicap with it's unique visual design quirks and stylization. Light Yagami is as recognizable as Bugs Bunny from that sinister look in his eyes to his ridiculously perfect hair and that eerie smirk that he wears on his face.

(The face one makes when they take a potato chip, and eats it)

 So it's perfectly natural for a medium to struggle to represent the subtleties of human ethnicity through it's abstract design when the phrase exaggerated subtleties is in itself an oxymoron.

What about when it does?

Image result
(Soichi from Detroit Metal City)
Image result
(Nakai from Bakuman)


(Afro from Afro Samurai)

(Balalaika from Black Lagoon)

Conversely, a Nicktoons show called Kappa Mikey managed to solve this ethnic incoherence by matching two extremely different visual designs together, and a lot of the humour of the show comes from the cultural differences of Mikey versus his Japanese cast members. I remember a whole lot of laughs coming from the spoofs of popular shonen tropes and just the silly situations the characters find themselves in.



What I'm saying is, it's possible to to both stylize and communicate ideas through creative design. And this is probably where the issue itself was born. Add to the fact that most popular anime protagonists are fair skinned males with European facial features and one might reach the startling conclusion that anime has kind of... Whitewashed itself. Don't believe me? Here's a picture of the Shonen Jump Ultimate Stars roster.

2598949-9943537956-3.jpg.jpg (831×1200)

In a recent video published by That Japanese Man Yuta we see that most of the randomly chosen Japanese citizens on the street are perfectly fine with the casting. And while a handful of folks on the street don't represent an entire ethnic group, we can safely assume that to a lot of the general public, this is just a non-issue. Even the creator of Ghost In The Shell has supported and approved Scarlett Johansson's casting. While that makes for a separate discussion on whether or not a creator necessarily knows what's best for their own intellectual property and the adaptations thereof, the crux of the matter is that Scarlett Johansson has been cast, the film has already started production and is likely near finished and this won't be the last time it happens.

In future, I think I'd like to appeal to manga publishers like Shonen Jump, Tokyopop, Tanoshimi and the like to publish works with more ethnic diversity and racial themes. I'd also like to appeal to mangaka to create more protagonists that aren't the default harem attracting fair skinned Mary Sue Sasuke Uchihas in favour of more ethnically diverse heroes.

And finally, I'd like to appeal to anyone who likes anime to stop shitting a brick and screaming for the death of SJWs whenever anyone raises a legitimate concern about the state of the industry. Feminism, black activism, LGTBQ activism and political correctness are not going to kill your grandmother and take your toys. And to everyone else, it's okay to not go watch Ghost In The Shell because it did take a great anime and plaster a white face on it like the Kardashians claiming to have invented braids, but it looks to be a good film and to be honest, it might end up being the closest thing we ever get to a truly great major Hollywood adaptation of an anime, and if you can stomach ScaJo's face, it might be worth watching (I'd wait until the Rotten Tomatoes scores come out though).

Otherwise, there are plenty of live action adaptations from Japan that do their source material justice. I quite liked the second Death Note live adaptation because it ended in a better way than the anime did. So find a copy or stream it, grab popcorn and remember, the subtitles don't bite.

But fuck that Light Turner bullshit. That shit should get it's own theme song. Like fucking, Light Turner was an average kid that no one understands, his dad and the investigation unit always giving him commands. Gloom and doom up in his room, appearing instantly, is a magic shinigami giving him a book and in reality Ryuk's his god of death, odd god of death.

Fuck dat noise.

Thursday, November 10, 2016

The Gamification Essay I Never Got To Write

Okay, a little background. In one of my university modules I was tasked with writing an essay. At the time I frowned upon the idiots around me who couldn't tell gamification from Grand Theft Auto if one of them bettered the school system and the other riled up controversy for the murder of prostitutes. So I opted for copyright law, the one I at the time had more knowledge and experience with. Since then, I have watched so much Game Maker's Toolkit, Extra Credits, PBS Idea videos, read papers on Mechanics, Dynamics and Aesthetics, played a whole lot more videogames and realised that I could write the ever loving shit out of the gamification essay, so that's what I'm going to do, except for the fun of it. Now, I could actually go write this in a super academic sense with citations and everything BUUUUTTT THAAAT'S REAALY BOOORING so I'ma just wing it, this is a personal blog and I'm just here for a good time. This might be a little long winded but you know what, I got a lot of shit to say and no word limits or goals.

Anyway so let me start by what I mean by Gamification and a little bit more of a focus on what the topic is. I'm going to be talking about Gamification in regards specifically to a school and university environment, how it can be applied to studying. I'll be using a lot of more out there game design theory, and the field is relatively new so any terminology I use could be outdated already since it is being advance literally every second I write this piece. However, most of it should still be relevant.

Anyway, let's dive right in.

The first thing I'll say that education isn't a game. If it were, it'd be the ET on the Atari 2600 of modern games. It fucking sucks. Universities, most highschools, prep schools, middle schools, they're all still using *really* outdated teaching methods and honestly this shit might have worked 20 years ago, but we're at that new age point where we're preparing students for jobs that don't exist yet. It's an incredible time to be alive and the fields of study are progressing so the way we study them should progress as well. In this very formal blog post (puts on monocle and sips tea) I'll be approaching schooling as if I were designing it like the game I've always wanted to play.

The first issue I'll tackle is iteration time.

Iteration time is basically the time it takes to get from a fail state, to a state where you can try again. A lot of older videogames took a whole bunch of pride in murdering your ass. There'd be a big Game Over screen and then you'd be taken back to the title screen and then you'd have to reload a save and URRRGH it's frustrating. Thankfully the practice is more f a remnant of a bygone era now. These days you'll die in some World War 2 based shooter, time will rewind and you'll be put moments before you got killed. Bioshock especially doesn't even respawn the enemies you killed. Prince of Persia will literally rewind time to right before you messed up the jump. So what's the iteration time of schooling right now? Well, if you fail a test, you can't retake it. If you fail a subject, you have to wait 365 days to retake that subject. Imagine if you failed a level in a videogame and it said, no no no, come back in a year when you've gotten good, scrub. Fucking learn some pro strats before you walk up to me with that weak ass shit again.

I'd say, fuck this game, I'm going to go play some Super Meat Boy, Why bring up Super Meat Boy? Well I'm glad I asked so you didn't have to! I'll link to Mark Brown's episode of Game Maker's Toolkit on redesigning death, which is my primary inspiration for this part of the essay. Okay, here's a link to a Let's Play of Super Meat Boy, specifically around 3:33, Jacksepticeye dies. But pay attention. Notice, he died, the screen fades for about a second, and he's immediately at the start of the level.

The iteration time is half a second long.

Now, iteration time in games can be used to control the flow and pace of a game. Sometimes it's used to evoke a certain feeling. Dark Souls especially likes to evoke the feeling of existential dread and insignificance, and likes to remind you, in BIG BOLD RED LETTERING that you, have in fact, died.



That's no fun, is it? Imagine after every botched test the world went dark and in bold red lettering it spelled out YOU FAILED. At least Super Meat Boy doesn't taunt you, it doesn't make a huge fuss, you died, try again.

Now imagine you're taking a math test, and let's say it's electronic and multiple choice. You've just answered say six out of ten questions incorrectly, which is a fail.

However, instead of just grading you and failing you, what if the screen faded to black, put you at question one and said try again?

This is a concept known as motivational punishment, and I'll let Snowman Gaming tell you all about it in his video. The point is to reset the game from a fail state as quickly as possible in order to make sure the player is not discouraged by their death but motivated to try again as the opportunity is quickly and readily available. Why wait 365 days to retake the test that cost you passing the semester when right after you fail, you could take the test again, and again, and again, right until you got the grade you needed. While someone could probably find a better solution to the problem, I'm here mostly to point out flaws and create a starting point. Currently, in the game of educatin' yo'self, you have to wait a pretty long fuckin time to play again after you "die". So the iteration time needs to be lessened dramatically. Also, it'd be nice not to put anxiety fuel messages on out student portals like "Did not qualify for exam entrance". That shit is just hard to look at man, it hurts deep.

Anyway but say we've cut down the iteration time. What else seems to be plaguing our game? It's nowhere near that IGN 10/10 so what else can we do?

Let's talk about Game Feel.

While Dark Souls is still fresh in our minds, what feeling is the game trying to evoke? In other words, how does it feel to play Dark Souls? Now this is an inexact science, I'll readily admit that. For the most part, it's pretty hard to nail Game Feel. But what it comes down to is a dumbed down formula of control plus atmosphere. So, how does it feel to learn in the modern schooling system?

If this website is to be believed, Suicide is the second leading cause of death for kids ages 10-24. That's pretty fucked up. Every day I hear at least one person out of my fellow Computer Science students make a joke about jumping off the Humanities building. Let's face it, it's fucking stressful. Worse, it's needlessly stressful. We can do so much better! Let's start with the problem that for some reason we think our classes need to be these strict learning environments that are prim and proper.

In highschool, I remember my math class having a board at the back with Demotivational Posters. They were huge back when the internet was new but it always managed to make me laugh. There. That's Game Feel. The environment was made less oppressive and stressful by a couple funny posters. Now, I will hold back no blows, I fucking hate math. I'm bad at it, it never feels intellectually stimulating, it's been one field of study I've never had any interest in. Unlike logic puzzles or memorization puzzles, is none of those. It's simple enough when you understand the rules and common solutions, *but is unsolvable if you know neither*. That's how it always felt to me, anyway. However, I'd been doing really poorly at the start of grade 11. But the point my grades picked up was pretty significant. I was sitting next to my best friend in class, and something amazing happened.

I started singing a Panic At The Disco song.

It was just stuck in my head, and we had worksheet in front of us, and I couldn't give a particular fuck on that particular day so I was jamming to this Panic song while doin' mah math. But my mate was also particularly into Panic At The Disco. So he sung along.

And that is how the math class jam sessions were born.

My grades immediately picked up because while doing our work, my best friend and I were just humming our favourite jams. It was crazy. But the learning environment had changed. My math class was no longer this dreaded place of failure, it was where my best friend and I went to have a good time. There. Game Feel. It felt rewarding to do math because it didn't feel like a chore anymore. By simply adding music. Ta da. The power of the arts everyone. Get that art degree, make fine art, change the world. We need artists as much as scientists.

The important takeaway here is that music can change how you feel in any situation. It can change how you feel about about doing a certain task. And that's the takeaway. You can change Game Feel by simply changing the music. And you can change how learning feels by adding some sweet tunes.

Now, Game Feel also comes down to how it feels to control your character. It feels super fun and bouncy to jump around as Mario, but Ezio has a decidedly harder time trying his best to reach for ledges and making these stressful perfect jumps where one misstep could lead to bone breaking painful death. The avatar you control also plays a huge role. For example, when my mate was playing Saint's Row IV, I looked at the game and thought meh. It's okay. Doesn't look great but oh well, I might try it if it's on sale. And then it was, and lo and behold, do you know what a difference it made to play with my own President? The thing is, when you play with an an avatar you yourself designed, when you get to make a fashion statement, or just run around in comfy clothes, it changes game feel. You feel more comfortable with something familiar to you than you do with the moldy testicle that you play as in Dark Souls (until you reverse hollowing but with the amount of death in that game, get used to seeing your desiccating wrinkled ass running around)

This is why I personally vouch for abolishing uniform. Now this applies more to Private Colleges and Private Schools but you can't exactly feel comfortable in uniform. You can't pick out a cute outfit or dress up as a naked obese clown. And honestly, I feel very comfy when dressed as a naked obese clown.

The long and short of it is that how it feels to be in a learning environment should feel fun. It should feel like playing a Mario game. Just look at Super Mario 3D World. It just looks fun to play and feels good. It has good game feel. And as a caffiene dependent vegetable, I can tell you straight that uni has garbage game feel. But here's a video from Cagey on the subject of Game Feel (watch both parts, it's really good).

Lastly, a lot of game feel also comes down to how the game responds to your input. Like the sound it makes when your fist connects with some punk's jaw in Streets Of Rage or the vibration in your controller when you're firing a gun while playing Call Of Duty. It should feel good to succeed at Uni and School. So instead of this pitting us against each other crap with top student and trophies, I'd just love it if every time I learned something new and useful, that little Zelda jingle played. You know the one.

Now that we've talked about Game Feel, and now that I've mentioned Mario, you know what Universities and Schools could use a little more of?

Dat sweet, sweet invisible tutorial;

In the original Super Mario Brothers, the first level teaches you so much about the game. It gives you a lot of space to figure out the controls, the first Goomba moves slowly and gives you plenty of time to react, and overall it's so iconic that it's stuck around and is used as an example of good game design to this very day. Here's another Mark Brown video on the subject (his voice soothes my soul). Snowman also does a video on the subject, which he titles Teaching Without Teaching (by the way, Shovel Knight is just fucking fantastic. If you haven't played it, I highly recommend you do). This is just a concept that could be littered EVERYWHERE in schooling. From applications in the design of the campus, to introducing new themes in a specific subject, the invisible tutorial is a powerful tool.

All that's really required to make it work are a safe space in which a concept is introduced, control is never taken away from the student and they can learn it at their own pace, everything should be introduced one step at a time to keep the student from being overwhelmed and the environment should be designed in such a way that the student reaches the conclusions they need to naturally. This is a little harder for me to try give an example of how to implement since I'm not good enough at any of the things I'm studying to set up such nuanced learning experiences, but I'll tell you about a dissection I did in the ninth grade for Biology.

So, I'd never worked with a dead animal before, I was pretty much clueless and really, I wasn't even good at Bio. But my teacher was genuinely some kind of genius because the way she managed to teach us was pretty brilliant. So we were put into groups and each group had a sheep's head and we were each told to remove a part. First, she did a small demonstration, with safety procedures and all. From observation, I learned how to hold most of the equipment we'd be using. Next, we all got a turn to remove a piece. I was on his eye, and it was pretty tricky to remove. But there was also  all these posters on the walls with anatomic diagrams and helpful tips. So when I was stuck, all I had to do was look around and the answers were right there in front of me. At the end, we had to do a small report and I remember feeling really great that from that little practical experiment, I had learned a whole bunch of new body parts, the names of different pieces of equipment, how to use them, the safety procedures and all that. It felt good to learn that day. And I wasn't treated like an idiot either. I was given all the tools I needed to succeed and the knowledge was a byproduct of just a little experimentation in a carefully controlled experience.

I didn't even know I had just went through an invisible tutorial. It wasn't an hour long lecture on how safety and then on body parts. It was hands on, and practical. I could see what I was suppose to learn and I had to apply it. A concept was introduced, I had a safe space to play around with it, and then the knowledge I gained from the experience was tested. Bam.

There's a certain feeling you get from it. Like the game itself wants you to beat it. The game isn't indifferent to your presence, it wants to be played and it wants to challenge you and it wants you to overcome its challenges to it can present you with more complex ones. And I just don't think schools ever try really instill that feeling into students. You're a student number, they say. You pass or fail by your own hands. You have to be here. You have to do this amount of work to pass. Study at least this amount of hours per week. Some of the greatest videogames of all time would never even have been given a second thought if they locked all the fun behind studying their mechanics for six hours a week.

So we've talked about Iteration Time, Game Feel, Invisible Tutorial. What else? I mean, this is just the tip of the ice berg. I want to talk about the two golden accomplishments of gaming, Speedrunning and  100% completionism.

So for those who don't know, videogames have built up quite a culture around running through games as fast as possible. There's a real mastery shown in players who can take a six to seven hour experience and cut it down to about 24 minutes. Games Done Quick is a convention where gamers stream their speedruns and the money raised goes towards charity. It's great fun and some of the things gamers do at these events are honestly just ridiculous. My favourite is a three hour speed run of Metroid Fusion and Metroid Zero mission using the same input. It's insane, a game that took me hours upon hours to finish due to all the deaths, someone can finish in three hours WHILE FINISHING ANOTHER GAME AT THE SAME TIME. It's these feats that stand out and really make the community stronger, and what's great about them is that they can be replicated.

So, why not let us speedrun subjects? If I can learn first semester psychology in three weeks, should I not be allowed to do so? You always hear about those wizkids who finished two years of highschool in one, but honestly, if we were allowed to learn and then write off certain subjects, I think a whole lot of people could do it. Now, speedruns also have certain conditions, there are any percent speedruns which just means anything goes as long as you can get the credit sequence to trigger as fast as possible, then there are 100% runs, which means you must complete any and all objectives in the most timely fashion for the run to count. This is the more useful method as anyone can barely pass four tests and an exam in four weeks. But like winter school, where you devote several hours a day to a subject and try get it all in at once, then write an exam afterwards, we should allow students to go through different courses at different paces. We owe it to them to respect their intellegence as such. Some games even offer little rewards for doing this. Although I don't think we need to show kids a naked Samus Aran for running through geography as fast as they can (that is a dated reference, friends).

As for completionism, this bounces off what I said about iteration time. What if you could get 100% for a subject? Sounds great, right? If you got 99% on a test, what if you could retake it right afterwards and then try again and again until you got 100%? Kind of like getting all the achievements in a videogame. Welcome to Completionism. Guys like Jirard have built carreers upon playing games until they see that sweet 100% on their save files. Check out anything he's done, I'll link his channel here. Imagine you could do this with school subjects, especially ones you really enjoy? Imagine taking all the tests back to back until you get a passing grade, then spending the rest of the semester gradually retaking those tests until you know all the answers and can get 100% for them and 100% complete the subject? That sounds like so much fun. I love it when games reward you for this. Additional content, secret endings, bonus levels, tougher dungeons... It's just feels great when you put in the extra effort for playing all there is to play of a game, it gives you a little something for your troubles. This'd be a great thing for studies. Recommendations for jobs on your permanent record, scholarships, anything of the nature. Everyone has that one game they're willing to sit through all the tedious side quests and shitty missions to complete 100% just because they love it so damn much, so why can't we do it with university subjects? (time constraints for starters) But I just feel like every student could benefit from gamification to this extent.

*EDIT: My friend Joshua reminded me of a really important part, and that's the motivation to play any videogame. Which is also about the motivation to finish studying. In his words:



" A big change needs to be made with how teaching is done at all levels and how we motivate kids and students to get them to really succeed, as a fear of failure is not enough to motivate people to do so. If the motivation you're using for subjects in highschool or varsity is "if I pass it gets me closer to never having to do this subject again" then there is a problem."


So there are about eight or so core aesthetics of play and most games build themselves around two or three of those (the best generally fulfilling about five or six games, and go home and test this with each of your favourite games, it really does work). Ideally a game should encompass all of them, but realistically people play different games for different reasons. They could include a mode in Banjo Kazooie that appeals to the hardcore WW2 era FPS crowd that puts you in first person mode but most designers know to rather do really well with one aesthetic than to half ass three. To name them, it's Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression and Submission. There's an Extra Credits episode that can explain it way better than I can (Linked here:https://www.youtube.com/watch?v=uepAJ-rqJKA)

So to get a student to be motivated for any particular subject, you'll probably have to design it around one of those aesthetics. Let's take History for example. We can start with Submission which is Game as Past Time. It's incredibly easy to just sit down in front of the History Channel or Extra History, tune out after a long day and just watch that kind of thing for the fun of it. It's really fun to listen to the story of Hannibal Barca trek through the alps to fuck with Romans. It's an incredible story. You can watch Historic films or such. You can turn a subject like History into something as easy to do as playing Candy Crush or Angry Birds. History can also fulfill the aesthetic of Discovery, which is Game as Uncharted Territory. For example, let's say you have a huge list of significant events in history you have to learn about. Each time you learn about an event, it gets ticked off. So kind of like filling in a map in Diablo by walking to an area in it, you can "fill in" this timeline of significant events in History by learning about it. History also by default fulfills Narrative, Game as Drama. It literally writes itself. You want to know what happens next in a great story, and we as a species have literally created so many just by doing what we do, which is living. I refer again to Hannibal trekking through the alps on the backs of Elephants to fuck with Romans. It's an incredible story and as long as it's told well, you wanna hear more of it.

With motivation, it does come down to whether or not the student is into what aesthetic a subject can fill, but if we treat subjects like game genres, there's also no reason any student can't have a great time learning any subject. I don't like First Person Shooters but I love Borderlands and Portal and Dr Brain and Mirror's Edge. A lot of people don't like Zelda, but they loved the hell out of Darksiders (which is a Zelda clone in every sense of the word). I'm not a fan of Grand Theft Auto-esque sandboxy games, but I put in a stupid amount of hours into Saints Row IV.

With enough work, any subject can attract any student, it just needs to fulfill *one* of the aesthetics that student is drawn to and boom! Motivation to learn.
I love games. Hell, everyone loves games. If I could use my love for games to broaden my horizons and increase my knowledge I sure as hell would. And while not every idea in contemporary game design is particularly useful, gamification of education could educate generations of kids who would otherwise be left behind in the modern school system because it simply doesn't account for them. There are dozens more ideas I have and honestly, I'm just a little sick of writing this essay and you're sick of reading it so I think, maybs, let's call it a day here. But Gamification could do so much for us.

Perhaps its time we really start consider using it to change the way we learn.

I still wanna go to campus as a naked obese clown though, just saying.

Update; November 2016

Well what a clusterfuck of a year.

So 2015 was pretty well documented when I did my 30 Day Blog Challenge. It was a pretty tough thing to do and honestly some days I just couldn't work up the nerve to plop 20 words on a shitty blog post. That's anxiety and depression for you. I'm actively fighting it and I'd love to tell everyone that it immediately gets better, it doesn't. Sometimes it comes and goes, sometimes it hides in the back of your mind for weeks on end, sometimes it cripples you. Sometimes just the decision to fight it is enough to give you the strength to get out of bed, sometimes you're crying yourself to sleep and there is snot and tears on your pillow. Sometimes you'll accomplish little things, and it'll steal those victories away from you. Sometimes you'll accomplish huge things, and it'll make sure you know no one cares, even if that's the furthest thing from the truth. Sometimes you'll hurt people to protect yourself, and it'll never let you forget it. Sometimes you'll make a mistake and don't worry, that's probably why you're crying. All your faults are magnified and all your best traits are diminished.

But it does get better. Sometimes you'll see someone going through something bad and you can genuinely sympathise. Sometimes you'll sit down and try write your feelings out and then you manage to spit out a pretty  good paragraph. Sometimes the sun comes up and you can appreciate it. Sometimes it rains and you  can open the windows and listen to the sound of condensed water droplets hit the earth and that smell makes the world feel like less of a lonely place. Sometimes you'll be with your best friends and you'll forget all about the awful shit it tries to pull when you're alone. Sometimes you'll have little victories and they don't get stolen from you. Sometimes you have huge ones and they feel great and you boast about them and people congratulate you.

So my life didn't get a whole huge amount better since July 2015. Some incredibly awful stuff happened, but there were some pretty great times too. I'll tell you one thing though, I didn't think it could get worse than 2015, but then 2016 was offended and proved me very wrong. We lost some good people and well... Donald Trump is now POTUS. Fuck me, 2016 is a fucking rollercoaster.

So, it has been just over a year that I've lived in my full truth. As a bisexuwhale. That part of my life has been great. Living on my own in an apartment on South Street has been the best as well. I love this apartment. It's home. It can be a prison, but it can also be my private getaway. It can be four clostraphobic walls, but it can also be the wide expanse of space I can be me in. It's the burn spaghetti smell of the two plate stove, it's the dirty windowsill, it's the sound of Club Tennessee late at night, it's the sirens blaring past on Jan Shoba. I love every bit inch of the place. I also hate it.

Musically, ehh... I haven't done much. My screaming technique has improved a bunch but I haven't recorded anything. I've written some (in my opinion, at least) pretty stellar guitar riffs but yeah. The band did upload four of our songs, I'll link the playlist here. Live from my bedroom, hahaha. Other than that, I never did manage to get around to learning how to play trumpet. I think I've even forgotten the C-Major scale I did learn, hahaha. Maybe next year.

I'm also on the cusp of turning 20. Fuck, that's scary. I don't even know. I don't know what to do with myself.

I did manage to finally finish writing my first novel. It's fucking awful, I rewrote the ending, and hated my rewrite more than the original, but hated the original too much to upload it. I'll link that here. I have I think 20 chapters of the sequel ready but I don't if I'll upload it before properly editing the first novel. I just gave one big push until it was finally published. I did attempt a mini NaNoWriMo and it didn't go well, hahaha. But I've started other writing projects I'll hopefully finish and be able to publish soon, I personally don't care too much whether it's on a shitty website known more for Self Insert One Direction Fanfiction than anything massive in literature.

I've been working on a 2D Mertoidvania Souls-Like game which honestly sound like the most pretentious thing any indie developer could ever fucking say but it's been keeping me busy and I've loved doing it. I really hope to release it before I'm 22. Maybe even get it greenlit on steam. I dunno, it'd just be fantastic to get it playable and out there.

Academically, welp.

I'll leave that right there. I honestly feel like I am not a smart person.

Anyhooligan, So that's what happened in 2016, for the most part, I met new people, dated new people, grew more apart from some friends, grew closer to others, saw some experience heartbreak, experienced a lot of heartbreak of my own, some days were great, some days I was so fucking crippled by my own brain chemistry I couldn't leave bed for a week. I got to work at my favourite gaming convention which was an incredible experience but I had an anxiety attack on the third which was hella unpleasant but other than that, I really loved rAge 2016. Supergirl has become one of my favourite shows, Arrow has continually disappointed me and earned my approval in this rollercoaster where I either really love the show or really hate it. Young Justice was renewed for a third season so there's that (I was only casually freaking out I swear). Lucifer also happens to be fucking great at the moment so yeah. Other than that, exams start soon, I feel about as prepared as a third grader walking into a Sadie Hawkins dance without a date.

Otherwise, I've been meaning to start doing some vlog stuff as well but I've also never gotten round to it because I have wayyy too many pet projects but that's how I get up in the morning and to bed at night. Or up at night and to bed in the morning. Did I mention my sleeping patterns are completely fucked? I mean, Jesus. Fucking. Christ. I either sleep 15 hours or 3 these days. No in between. God.

And I suppose that's the gist of it. But I have decided to plop more things onto this blog and yeah, hopefully folks read it and hopefully people give a shit and are entertained and whatnot. Otherwise, yeah, here's to a better 2017, please. It's so fucking needed. I know friends who are going to graduate next year and hell, I feel like I'm a sneeze away from academic exclusion. But yeah, was nice catching up. I should post more often. I really feel like I don't post often enough.