Showing posts with label Feminist. Show all posts
Showing posts with label Feminist. Show all posts

Saturday, September 20, 2008

Platformers DS: Doubleganger Siblings

When the DS first launched, Nintendo decided to port Super Mario 64 over to the handheld. This game is mostly the same except for a few mini games, a multiplayer mode, and some new playable characters. Over all, the port was a good one with the biggest downside being the adapted controls. It's difficult to configure analog controls with digital buttons.

In the next few years Nintendo released 3 "doubleganger siblings" or 3 platformers that have strong roots in the design of previous Nintendo Masterpieces. For these games the DS touch screen is mostly used for navigating menus and displaying large buttons. New Super Mario Brothers, Yoshi's Island DS, and Super Princess Peach are the doubleganger siblings that all fall short of their predecessor.

New Super Mario Brothers (NSMB) takes after Super Mario Brothers for the NES. Yoshi's Island DS (YIDS) is analogous to Super Mario World: Yoshi's Island for the SNES. And Super Princess Peach (SPP) is modeled after both of theses games. Understanding exactly how these games work compared to the console counterparts is more compliated than it seems. Handhelds are different devices than consoles and requires different design techniques and approaches. The reducsed screen size and aspect ratio is always an issue. Many were quick to judge some of these games as not having innovated, but there are sublte ways to innovate on a theme. Uncovering the structures for these games requires that we look at their structures starting with the core and moving outward.




NSMB starts off with the core of Super Mario Brothers: JUMP, DUCK, MOVE, RUN. Then additional abilities were added: WALL KICK, TRIPLE JUMP, GROUND POUND giving Mario then ability to platform/climb vertically in all new ways as well as destruct the level beneath him. From these expanded core abilities, the levels in NSMB were free to be designed in any direction. Consequently the developers felt free to take bits and pieces of level design from SMB, SMB3, and SMW. The flat level layouts belong to SMB. Some of the bosses and left & right scrolling levels hearken back to SMB3. The world map, chain fences, bosses, and ghost houses can be traced back to SMW.

After drawing from these 3 excellent games, you would think that NSMB would be the most "Mario" Mario game. When I first played it, I enjoyed the game but wasn't very impressed. Now, after studying SMB, SMB3, and SMW more closely, I can appreciate the blend that is NSMB more.

PROS
  • Blue Shell, tiny mushroom, big mushroom are the new powerups. The blue shell is genius taking the form of the turtle shell that we all know and understand by now and putting a Mario inside. All the interplay desinged into the shell is now under the player's control.
  • Levels can be designed to flow up, down, left, and right. The respawning enemies sort of created folded level movements when Mario travels backwards.
  • The camera zooms in an out appropriately. When the player needs to see more of what's ahead, the camera pulls back perfectly and smoothly. If Mario can't look before he leaps, then the game just wouldn't quite be Mario.
  • The camera also scrolls positioning Mario further left/back on the small DS screen than when on a TV screen like in SMB. Because in NSMB mario is 1/12th the size of the screen instead of 1/16, in order to see enough of the level coming, the screen had to pull back to compensate.
  • Some levels are truly inspired (7-3 & 7-5). They not quite like SMB, SMB3, or SMW making them distinctly NSMB.
  • Excellent multiplayer modes. Aside from the 4 player Mario Party type mini games, the 2 player side scrolling "battle mode" takes all of the gameplay from the single player in NSMB and pits two players against each other in a looping stage. Who knew all the interplay, mechanics, and folded design would come together so nicely in a multiplayer mode. It's examples like these that show that strong core design goes a long way for any type of game.
CONS
  • Pits and other level hazards are undermined with WALL KICKs. All pits are almost harmless because Mario can simply wall kick out of them. I found my self taunting the pits by intentionally jumping into them and seeing how low I could go while still being able to safely WALL KICK out. Fortunately, many levels have lava, poison water, and large pits so this strategies . On the plus side, being able to WALL KICK like this helps to minimize the reduced viability problem that all handheld platformers face.
  • Too many power ups/power ups in the bank. Because small pits are less of a problem, dying doesn't really happen. To make things worse, there are too many powerups in every level. Unlike in SMB, Mario can take 3 hits before dying from the fire flower powerup state. This extra cushion makes things easier for the player. But then, the player can to store a power up on the bottom screen and use it at any time. Powerups in previous Mario platformers used to be just rare enough so that players would charrish them. Now they're practically given away at every street corner.
  • Confused Difficulty Structure: In SMB, players had one clear shot from start to finish to try and beat the game. There were no save options. In SMB3, players had a bit of a cushion. If they lost all of their lives, they would simply start back at the beginng of the world not the game. This design gave the developers the leeway to make the levels trickier and harder. In both of htese games, the player couldn't go back and replay conquered levels. In SMW, players could save after ghost houses, bosses, and big switches dividing the save zones into even smaller sections. NSMB tries to have a linear overward like SMB, tricks to progression like SMB3, and save options similar to SMW. Compounded with the excess of powerups, NSMB difficulty doesn't come from progressing through the levels/game. Instead NSMB positions 3 coins per stage for the player to find and collect to increase the challenge.
  • Awkward saving. The limited number of saves in NSMB is awkard like Resident Evil. At some point, I found myself traveling to other world just so I could use a save station because I had run out of saves on the world I was previously in. The save system design has been opened up from the designs of Mario's previous games. There's no need to limit saves like this.
  • Some of the new enemies look terribly uninspired and un-Mario. ie. the hanging spiders, running punching ghost thing, the crows, and the pumpkins.



Yoshi's Island DS began with the Yoshi's Island core. MOVE, DUCK, JUMP, FLUTTER, MAKE EGGS, THROW EGGS, GROUND POUND, TONGUE, SPIT, rolling rocks, Piranha flowers, shy guys, flowers, and red coins. For the DS sequel, the developers looked at the character abilities, and decided to add character abilities via the babies riding on Yoshi's back. With the help of these infantile friends the player can now RUN, PARASOL GLIDE, SPIT FIRE BALL, CLIMB ON VINES, and MAGNET objects not to mention collect special character coins. More is better right? With such a solid core how can this game go wrong? It's all in the execution. You can't have a best core design with the worst level design. These two elements of a game depend on each other.

PROS
  • Reducing the running speed of Yoshi (except with Mario's special ability) was smart because Yoshi takes up 1/35th of the space on a single DS screen instead of 1/48th like on the SNES. Moving more slowly gives the player more time to react to the upcoming level.
  • Compensating for the DS screen gap creates a searching/adventure mechanic to the game. Yoshi can adjust the screen up or down by a distance equal to the gap between the DS screens by holding up or down. By hitting X and up/down, the player can shift the main screen of play to the top or bottom screen. This can reveal secrets and parts of the layout to the player.
  • Flutter is a genius way to make a downward "JUMP" mechanic, and to show how the different babies have different weights.
CONS
  • The level design can be quite terrible. The green falling blob level comes to mind. It seems like the developers just threw enemies and platforms together without play testing or tuning the elements to create a solid game idea.
  • Creating secret/specific paths that require a specific baby adds unnecessary back tracking the way the baby switching is set up. The unique baby abilities are fine, but the elements that require a specific baby ultimately results in having to memorize areas of the stage for the next pass through or backtrack to get the right baby.
  • The levels don't have large governing game ideas. They seem to be in service of the secrets and even those seem forced and artificially placed in the level.
  • The new enemies/character look like they were designed/drawn by a child.



Super Princess Peach starts with core mechanics from NSMB and YIDS (MOVE/RUN, JUMP, DUCK, WALK, POUNDBRELLA) with some of the more unique mechanics being functionally analogous (TONGUE = PICK UP, MAKE EGGS = EAT, FLUTTER = FLOATBRELLA). The enemies and level elements are also very similar: Goomba, Paratroopers, Pirahna Flowers, warp pipes, springs, and informative-talking help blocks. SPP even encourages players to collect toads scattered throughout each level like the flowers from Yoshi's Island.

PROS
  • Primary Function: Understanding and using one's emotions. Each emotional state (Joy, Gloom, Rage, and Calm) have various effects on Peach and/or the environment. Understanding theses effects and using them to progress is the core gimmick of SPP. What's also interesting is that the image of Peach on the bottom screen displays Peaches emotional states and Peach's "woman's intuition." By paying attention to Peach's expression, the player can tune into Peaches more subtle emotions.
  • Emotions is the lens through which the whole game is filtered. Not only must the player understand Peach's emotional states, but the emotions of the enemies as well. Like Peach's 5 emotional states (including neutral state) the enemies can also exhibit emotional states. With each state, the enemy's behavior changes. Mad enemies are more aggressive. Calm enemies sleep giving Peach the chance to sneak up on them. Glad enemies walk around with their eyes closed and a song in their hearts and will occasionally jump for joy to throw off the player's timing.
  • Nice adjustable difficulty by purchasing upgrades with coins. Just like in Mario Galaxy, there's a balance in how one kills an enemy and the rewards one gains. Jumping on an enemy versus using the homing stomp is harder and rewards the player with life restoring coins. In SPP, killing the enemies with umbrella attacks is riskier and rewards the player with coins. To balance this, player forfeits the opportunity to PICK UP and EAT the enemies to restore their vibe (emotion) meter.
  • Due to the similarities with the core Mario design, SPP features the same basic counterpoint that Mario does.
CONS
  • The broken, piecemeal level design is often very circular and very confusing. By taking too many warp pipes from one section to another the organic, cohesive design of the level is demolished.
  • The touch screen mini game levels that precede each boss are neat enough the first time, but become annoying when they're repeated.
  • The emotion states are simply not dynamic enough. There are several obstacles throughout each level that obviously require the use of a specific emotion to overcome, but other than these areas SPP doesn't use or layer the emotion mechanics at all. The water from the Gloom state and the fire from the Rage state should have much more dynamic effects on the environment/enemies.
  • The level design didn't focus on the Mario mechanics, and couldn't focus on the emotion mechanics because of their lack of dynamics. SPP sits in a state in between familiar greatness and great potential, and falls short of both.
  • SPP should have been designed as more of a puzzle/platformer focusing on the emotion mechanics instead of an action/platformer.

Wednesday, January 9, 2008

Look. Don’t Touch.

Like Marxist criticism, the most successful Feminist critique of a game involves analyzing how the range of player functions that affect female characters directly or indirectly reveal the operations of patriarchy. When the player is encouraged or forced to play in a way that depicts men as strong, rational, protective and women as weak, emotional, submissive, and nurturing, then the game can be said to support and reinforce patriarchal genders roles and ideologies. Patriarchal values work to oppress women, and all feminist theory and criticism works to promote women‘s equality. A Feminist analysis can become more complex when finding examples of actions toward women if a game doesn’t feature any women or the game allows for limited interaction with women. Writing essays about such games often leads to finding evidence by absence. In other words, a Feminist critic’s central piece of evidence may be what can’t be done to women instead of what can.

BioShock depicts women as weak, emotional, submissive, and nurturing and men as strong, and protective thus conforming to traditional patriarchal gender roles through its fiction, narrative setting, and the limited range of interactivity with the female characters.

In the first twenty minutes of playing BioShock, the player is forced to exist through the masculine context of a first person shooter when he/she acquires the pistol. Guns are commonly thought of a phallic symbols of masculine power, and being set in a game and a world where the perspective is aligned down the sights of one’s weapon centers the point of view to one of violence. As I have delineated in the New Classical essay on BioShock, shooting is the primary function. In other words, shooting, or in general combat, is the action the game achieves significance and meaning from. To beat BioShock, players have to be ready to fight not indirectly, not with words or emotions, but in physical, violent, direct combat. This male centered point of view is compounded with the idea of the male gaze: the idea that the man looks, and the women is looked at. Under the male gaze, the man has the power to define, explain, and take control of the world around him. And in BioShock, the player (who may have passively assumed the role of the male character at the game’s outset for lack of an alternative) actively controls the world of Rapture through their directed gaze. All interactive objects in the game get “named” when the player aims their view at it, or “gazes” at it. And without regard or regret, the player takes whatever he wants. Wine, chips, power bars, money, EVE, ect. With every item the player gains access to a short description and instructions on how to use it, thus the player effectively names, explains, and takes control over the world of Rapture under his/her gaze.

It starts with the commodification of the Little Sisters. As I’ve detailed in my Marxist essay on BioShock, the player is taught to think of the Little Sisters as an object of financial gain. In this case, it’s not money that is up for grabs, but the more rare Adam. Like the patriarchal male, the Big Daddys have no other function, but to wander around Rapture protecting these Little Sisters from harm. It is clear how the male/strong female/weak patriarchal ideologies are exhibited here. When a Big Daddy is removed from the picture, the little sister is left as a prize for the taking. Literally, the player snatches the girl up in one hand like an object and proceeds to either save or harvest her. With either choice, the Little Sisters resists crying out “No. NO. No!” In these mini scenes, the male protagonist overpowers the Little Sister, paying no mind to her cries. Even those who consider themselves kind hearted choosing to save these Litter Sisters, by repeatedly ignoring the “no” the player asserts his/her dominance through force. The choice of rescue or harvest is what many believe to be the central moral choice in BioShock. Regardless, the manner in which the player obtains this power of choice reveals a flaw or weakness in Tenenbaum’s character that unfortunately stretches the believability of the plot while reinforcing patriarchal ideologies.

Initial impression of Tenenbaum depict her as a woman whose life style flies in the face of the patriarchal woman. As a scientist, Tenenbaum is both logical and rational. Furthermore, when first introduced in BioShock, she is seen firing a pistol at a splicer that was hopping to harvest a conveniently unprotected Little Sister. This initiative gives her character a clear sense of protectiveness, another quality that is attributed to males in traditional patriarchal views. However, even within this initial encounter, Tenenbaum begins to artificially morph falling into the patriarchal gender role of women.

As we learn throughout the game, Tenenbaum is very protective of her Little Sisters. And like her introduction scene shows, she’s even willing to fire upon others who seek to harm her little ones. I find it strange that just moments after firing at one man’s attempt to reap precious Adam from a Little Sister, Tenenbaum becomes unwilling to fire at the next (the protagonist/player). While this change of heart benefits the player, the shift in Tenenbaum’s behavior is clear. Instead of defending the Little Sister with her pistol once more, Tenenbaum attempts to convince the player not to harvest the Little Sister by appealing to their emotions: “have you no heart.” Appealing to emotions further positions Tenenbaum into a more traditional patriarchal female role. By giving the player the power to rescue or harvest, Tenenbaum effectively relinquishes power over the very last thing she seeks to protect down in Rapture. In such a short period, Tenenbaum moves from exhibiting the active role of the protector, to the passive and submissive role of one who watches as her fate is decided by a man .

Throughout the rest of the game Tenenbaum guides the player through various tasks and objectives. She tells the player what to do, and the player does it. Simply by playing through the game, the player fulfils the typical patriarchal male role of a strong, proactive, decisive force. A obvious counter argument to this assertion is that all the characters in the game communicate through messages on the ACCU VOX personal voice recorders including males characters like Ryan, Atlas, and Cohen. This is true, however, the difference between Tenenbaum and all the other male characters is, the player never meets Tenenbaum face to face, and there isn’t any significant interaction between them according to the hierarchy of functions (see New Critical essay on BioShock). When the player first meets Tenenbaum, she’s positioned on a balcony high above the floor that removers her from the scene and obscures her from the player. The balcony also prevents the player from getting close to her and standing face to face as equals; a stance of equality. Towards the end of the game, when the player is rescued and brought to the hidden orphanage where the cured little sisters live, Tenenbaum can only be seen in a dark room and obscured by glass. When players finally meet Ryan, Atlas, and Cohen, it is face to face. Also, the player can interact with these male characters through shooting or some other act of violence, which is BioShock’s primary function. Even though changing the world of Rapture through physical violence supports the traditional view of males according to the patriarchy, shooting and violence is still the most meaningful and significant action for BioShock.

Tenenbaum’s acknowledgement of her femininity is revealed gradually through her voice messages. In these messages, she comments on her personal, internal transformations in regard to her feelings towards the Little Sisters. Tenenbaum acknowledges that she is a woman, and she recognizes her maternal instincts: “These children I brutalized have awoken something inside that for most is beautiful and natural, but in me, is an abomination…my maternal instinct.” By the end of the game, Tenenbaum becomes a regular “Mother Goose” as Fontaine refers to her as in a derogatory way. By embracing her emotions and assuming a strong nurturing role that not only takes care of these little girls but the player as well, Tenenbaum fulfils the traditional patriarchal role of woman. The Mother Goose name stems from the collection of stories and fairy tales that are most known for such stories as Little Red Riding Hood, Cinderella, and Sleeping Beauty. Though these stories have been told, tweaked, and rewritten several times, all versions feature women that are virginal, submissive, weak, and dependant on the heroic, possibly violent, actions of a male character in order to save them. In this way, the Mother Goose stories reinforce the same patriarchal values that are evident in Tenenbaum’s transformed character.

Rapture is a place where all offensive, non-aggressive plasmids are advertised toward men, not women, through cartoons advertisements that reinforce patriarchal gender roles and the overpowering of women through force. In the short cartoon advertisements for the decoy, telekinesis, winter blast, and vortex trap plasmids, a man is depicted as using plamids against women, some of which are even depicted in house clothes wearing an apron or aggressively wielding a rolling pin. Images like these show that for the people of Rapture, women are expected to work in the home doing tasks like cooking and cleaning. In the telekinesis cartoon, a women is shown in clothes that reflect “going out on the town.” However, in the cartoon she’s throwing a wine bottle at the male character. We can infer from the character’s expressions that the women is out of control and therefore probably intoxicated and the man is just an innocent victim of abuse. Perhaps, what is worse about this particular cartoon is how the short male figure uses force to counteract these women. Upon retaliation, the males have a smug “you had it coming” expression on their faces. In the examples where men are attacked with plasmids, they are dressed more formally reflecting jobs and activities that exist outside the home. The men that are shown range from football players, police men, (well dressed) thieves, and business men in suits. Though both men and women at attacked in these cartoons, the subtle differences in their depictions expose the patriarchal workings.

Rapture is a place, perhaps an all too familiar place, where science and surgery are used to bolster one’s cosmetic appeal. It’s a place where women like Diane McClinktock looses all attention from powerful men like Andrew Ryan after suffering physical damage to her face: “Ryan didn’t come to see me since the New Year’s attack. Not once.” And later, after being mutilated by Steinman, Diane is stood up by just about everyone: “Stood up! Again…Second time this week.” It’s a world where doctors like Steinman convince women like Diane with promises of beauty: “He told me once the scar tissue was gone, he was going to fix me right up. Make me prettier than any girl I’ve ever seen. He’s sweet all right.” Dr. Steinman revealed in one of his private recordings that he has grown “tired” of surgically altering each female patient to the same “ideal” form of beauty: “I’ve spent my entire surgical career creating the same tired shapes, over and over again: the upturned nose, the cleft chin, the ample bosom.” For Rapture’s women beauty is serious business as evident by the words smeared in blood on the walls in at least three separate locations within the Medical Pavilion: “Adam denies us any excuse for not being beautiful.” And the pursuit of this beauty is endless and empty as Steinman admits: “I am beautiful yes. Look at me, what could I do to make my features finer? With Adam and my scalpel, I have been transformed. But is there not something better?” In the end, after being angry at the “bandits and terrorists” that caused the attack in the first place, Diane contemplates telling them how they “ruined everything” for her. She practically admits that without her looks, she’s nothing. She considers confronting the responsible people not for justice or revenge, but so that maybe she’d “feel better.” Once again, the emotional woman falls in line with patriarchal view of women.

Rapture is a place where women like Anya Andersdotter uses sex to drag information out of men: “I had to go jungle-style with that filthy ape for three weeks, but he finally spilled the beans.” It’s a place where honest business propositions and scientific ventures like those of Tenenbaum’s, are scandalously mixed with sex: “Why a guy like Fontaine would waste his time with that spooky Kraut when he could be getting’ the gravy from any dish he chooses is beyond the understanding of this paparazzi” - Paparazzi. It’s a place where beauty makes you a women, and if you don’t have that, then you’re just as well off as the monstrous splicers. It’s a place where women are forced to play in a man’s world according to his rules, and there’s nothing the player can do about it. And what’s worst of all, Rapture is a place that is like our own in many ways.