Showing posts with label Pac-Man. Show all posts
Showing posts with label Pac-Man. Show all posts

Tuesday, March 10, 2009

More than Pac-Man With a Bow: Part 1




"One is not born a woman, one becomes one."

- Simone de Beauvoir, The Second Sex

"Honey, don'cha know I'm more than Pac-Man with a bow?"
- Ms. Pac-Man, commercial for Ms. Pac-Man on the Atari 2800



In 1980, Midway purchased the rights to Crazy Otto, a popular hack of Pac-Man that featured added maps and improved random variability. They were faced with a problem: How could they re-market an update to their hit arcade game as an autonomous game in its own right? At the time, they were waiting impatiently for the Japanese company Namco to produce a direct sequel to Pac-Man, thus precluding the independent production of a "Pac-Man 2." How could they suggest difference, without operating in deliberate sequence? From this primordial marketing slop, Ms. Pac-Man was born.

Changing Pac-Man to Ms. Pac-Man was a relatively simple process. They simply added large eyelashes. And lipstick. And a big, bouffant bow. And a beauty mark. One wonders if they came inches away from adding a corset. In case this orgy of hypersexy signs wasn't enough of a clue, the advertisers weren't afraid to spell it right out for you: In an ad for the 1983 Atari 2800 port of the game, a glammed-up Ms. Pac-Man in a stole and high heels boogies about, breathlessly purring "Honey, don'cha know I'm more than Pac-Man with a bow?" while impressing us with her high-kicks. This burlesque show is for our benefit, insisting that rather than being a re-packaged and cynically re-branded product (despite that being exactly what it was), we were being introduced to something new and exciting.



For a character without legs, Ms. Pac-Man has a great set of legs.


Though the use of sex to sell a product is nothing new, what's interesting here is the spartan toolset that developers of the early 1980s had to work with to convey femininity: A splotch of pink could be female lips, or a bow, while a splotch of black could be eyelashes. (In a masterstroke, Ms. Pac-Man's beauty mark is a single pixel.) It's been discussed how many of the design choices behind iconic characters were either accidental or pragmatic - consider Mario's precursor, Jumpman, who wore a hat to avoid pixelated hair, whose overalls helped to distinguish his arms at his side, whose moustache served to separate his nose and lips.

This isn't to directly criticize the toolset available in these instances. A video game, especially in the early days of the medium, can only communicate within a finite set of fields: Between a colorful splat of pixels and a few words of sometimes poorly-translated text, any character representation must be both minimalist and iconic. But the transition from Pac-Man to Ms. Pac-Man is a good indicator of how freighted a gender discourse is bound to be in such an environment. Pac-Man is an androgynous non-anthromorph, but still, with an absence of gender signification, defaults to male. Ms. Pac-Man, thus, must become female... and to do that, she must be gussied up, a derivative Pac-"man in drag," rather than a unique entity.

But rather than being simply an embarrassing chapter in the history of gaming, many of these early females in games have come to set an iconic standard: No longer are they simple pixel formations, but 3d-rendered extrapolations of decades-old ideas. Video gaming technology has progressed at an exponential rate, yet this standard of signified gender continues in three major areas of negotiation: How female characters navigate game-space, how 'female' tropes are represented visually, and how sex, as a notion, is communicated.

In the posts to come I'll be taking a look at a few early female video game figures, to consider the ways in which these areas of negotiation affected their origins and how they continue to shape them today.

- Rook

Thursday, January 8, 2009

Player 2 has joined the game


So I spent the Christmas holiday playing video games. I mean the whole thing, one straight week of nonstop gaming.
I was back in my hometown with my friends of yore, we had two TVs and two Xboxs and were prepared to beat the following games or die trying: Gears of War 2 Co-Op Campaign, Gears of War 2 Horde Mode, All 4 Scenarios in Left 4 Dead, and Castle Crashers.

Needless to say we did it, we beat them all. But where did we get the energy to keep going? The resolve to believe it could be done? Let's call it 'Multiplayer Magic'

I've always found that a multiplayer game is better than a single player one, heck, the single player game can be complete shite and still the co-op is amazing, it's that sense of camraderie and the certain knowledge that someone else is having the same amount of fun as you, and they've got your back.

Of course there's always versus multiplayer, but sometimes that can be the most fun of all. Every night of that game-a-thon week, after the dust settled on whatever epic game we had been playing and it was time to shut the system off and catch some Z's we would look at each other and nod and one of us would say "call Nick"

Shortly after Nick would be downstairs, controller in hand at 2 in the morning and Bomberman HD would be on the screen with bombs and expletives flying everywhere until 6 or 7 in the morning. By the way, have you ever played multiplayer Pac-Man, where 3 players control ghosts with limited vision on gameboys? DO IT.

It comes down to complexity I think. All games have a certain level of complexity and you move through the games environment interacting with whatever complexities those may be. Once you figure it out it's all the same. Toss another living breathing thinking human into the mix and suddenly things become interesting.

It's like that quintessential movie scene where the hero and his sidekick are suddenly ambushed by enemies and separated, running in opposite directions from the explosions the hero looks back to see his sidekick overwhelmed by the bad guys before continuing his mission. He disarms the bomb and turns to leave only to find himself staring down the barrel of the enemy commanders gun. BANG! moments pass and the bad guy slumps down to reveal the sidekick, who made it after all, just saved you. That's co-op gaming.

So, why is multiplayer more fun? When you consider that just about every non-video game is a social activity and that people have been playing games for thousands of years then you start to realize that maybe the social aspect, the shared experience, is the heart of gaming and it's soul.

As technology and understanding of video games, which is a relatively new thing, advances we've begun to see more and more refined gaming but his isn't new. Looking to board games as an example, would you rather play 'Monopoly' or 'Settlers of Catan'? 'Sorry' or 'Munchkin'? 'Hungry, Hungry Hippos' or...well the Triple H stands alone. Yet, my point remains, video games are only going to get better and, therefore, so shall our enjoyment of them.


What about Artifical Intelligence you ask?. Besides being the subject of many an Aasimov tale, A.I. is what makes single player games work. But it's based on a series of controls and responses. Chess is a pretty basic game and so, at it's most basic level you can compare just about any other game to it 'The way pieces move' is the function of the game, you ultimately don't play against your opponents pieces, you play against the opponent. The gameplay is simply the other persons input, and everyone will generally play it differently. When you switch out another person for a chess A.I. things change dramatically, as the A.I. is only capable of working in terms of pre-programmed move sets, probabilities and basic reactions.

I wanted to talk about how MMO's and "four dudes on a couch" compare but I think I bounced around topics enough this week, so you'll get that on Tuesday maybe.

Until next time, remember that not all A.I. is evil.

Thursday, December 18, 2008

Game-space: The Final FUNtier




Fun fact: Our universe is expanding, and has been for Quite Some Time. This limits our ability to perceive it in sum, since the outer regions are literally traveling too fact to allow light to ever reach us. If things continue in this vein, more and more stellar objects will disappear from the sky altogether, as entropy begins to render the universe unfit for life of any sort. Scientists, helpfully, have dubbed this "The Big Freeze", presumably because it sounded that much more terrifying than "The Big Chill."


But don't worry! You'll be long dead before then.


(Hmm. That's sort of heavy stuff for a Thursday, isn't it? I had just wanted to rhetorically consider the idea of breath in a finite space, before segueing into talking about video games. Let's give it a do-over. )

Fun fact: Our universe is awesome, and has been since I got over dinosaurs. Do you think there are aliens because if we went and visited them, we would be the aliens. So how about that. Soon everyone will be having adventures in the cosmos, flying through Saturn's rings and chasing comets and fighting the Borg, and it will be exactly like a video game. And speaking of video games...


(Okay, much better.)


In the design behind many original video games played in the arcade, play time was directly related to a player's skill, multiplied by their wallet. In these cases as a players skill increased, their individual play sessions would proportionately lengthen in relation, rewarding their play with the opportunity to play more. As players got better and better, play time could be prolonged indefinitely.. at least, until the machines themselves gave up.


Enter the Kill Screen, the result of 8-bit limitations on an otherwise endless play time. Using 8-bit memory, values from 0 to 255 can be recorded properly, but anything past that value causes an integer overflow, wherein the value 'spills over', causing all manner of computational hilarity. In arcade classics such as Pac-Man and Donkey Kong, the game comes to a screeching halt at level 256, rewarding you with a scrambled, unplayable screen.



"What the? I must've eaten some bad fruit."

What should be noted about these games is that though technology presents an ostensible limit on play time, the games themselves don't consist of unlimited content, but rather unlimited iterations of the same content. It's ultimately up to the player to decide how many iterations will be played. It's like a paddle ball or a yoyo: You get your fill, you move on with your life.


On the other hand we have games that present linear play narratives, in which the goal, expressly, is to get from point A to point B. This goal can be as simple as "save the princess", but it's enough to shift the onus from playing to survive to playing to complete. In these content-based "games with endings", play experience begins to resemble something closer to media such as film and literature, involving movement through a concrete work that has a beginning, a middle, and an end. (Or just a beginning and an end, if you used a warp pipe.)

But while these self-contained games can be played through and revisited up to a point of mastery, they are ultimately contained experiences. However, we've reached a point in which many game environments represent neither the iterable arcade experiences of the medium's inception, or the closed-model design inherent to earlier games. Largely, what has changed is how we approach and produce content.


First there is user-generated content, ranging from using internal tools or outright modding. Consider the history of Team Fortress, which originated as a mod of first-person shooter Quake and has now produced a sequel that can be a considered a game in its own right. And then there is Warcraft 3's Defense of the Ancients, a custom map strategy scenario which has become much more popular than the 'actual' game itself. Then there are games that deliberately capitalize on the groupthink of user-generated environments, such as Spore and Little Big Planet: Rather than simply open themselves up to community creativity, these games are designed to rely upon it.

Thank-you, game community, for this umpteenth penis man.

But even in these cases, while user input changes a game's permutations and dimensions, what is occurring is not so much growth, outright, as change. In some cases, games may be changed enough to represent separate iterations entirely, removed from earlier incarnations. The same can't be said for MMOs such as World of Warcraft, where through the process of frequent patches and expansions, changes to game design, and to content, occur right beneath a player's feet.

Entire continents may be plunked down, level caps lifted, entire new tiers of content coming to rest upon a strata of well-worn environment. In the case of Warcraft especially, where this continuous accretion has earned it a gaming-base in the millions, the two play drives - that is, the narrative navigation of linear games and the repetitive compulsion of open-style arcade games - balance each other like a delicate yin and yang.

A game like World of Warcraft cannot be 'mastered' in any meaningful way - the possibility of change, or further iterations, means the best a gamer can hope for is an understanding of its present state. In an environment where a game-world may expand faster than it is played, there exists a limit to one's experiences: An observable universe within a context of future, hypothetical incarnations.

In sum: We have killed the Kill Screen.


But no problem, right? We can always walk away. I mean, it's not like we'll just continue to whir in place like hamsters in a treadmill, until we finally game ourselves to death. Right?

(Hmm. There I go again, being a downer. I've got to end this on a more upbeat note. Think.. think..)



GUYS IT IS DINOSAURS AND IT IS IN SPACE.


(Mission accomplished.)


- Rook

Thursday, November 27, 2008

A Wretched Hive Of Scum And Villainy





"Each film is only as good as its villain. Since the heroes and the gimmicks tend to repeat from film to film, only a great villain can transform a good try into a triumph." – Roger Ebert




There’s something about a memorable villain that gets the blood boiling, that pulls you into the story of a game emotionally. It takes a good villain to change the story of a game from being about stopping a meteor from destroying the planet to being about stopping the villain from summoning a meteor to destroy the planet. Those villains, they’re special.

Some villains aren’t all that special though, if y
ou think about the Pac-Man Ghosts, well they’re just friggin’ ghosts. But they make the game, I mean, it could be said they’re more important than Pac-Man. The game would not be enjoyable if all you did was wander through a bunch of hallways eating glowing dots unopposed. Personality-wise the ghosts don’t have a lot going for them though. Their names are Inky, Blinky, Pinky, and Clyde, now granted Clyde is obviously some sort of Maverick, but other than that we can only rely on the campfire tales and dream-stories told by mysterious gypsies to learn more about their nefarious purpose and dark history. To the average Pac-Man player however, it’s enough that they just want to eat you because they are ghosts.

Ghost Faced Killer

If ghosts lacking personality can have that much impact then it’s easy to understand how a villain with goals, character, and personality can not only increase the drama of the tale but often single-handedly introduce theme and conflict into the story. They only show up every so often, starting off just like any other villain in that first moment where you see them and go “Oh, that’s the guy ima have to fight” But as you move ever closer to your goals you discover that this isn’t an ordinary villain. This villain has chutzpah.

Chutzpah.

These villains are not only your adversary and obstacle but also your opposite. All of your weaknesses are their strengths, and so the smaller the hero the bigger the villain which generally makes the victory all the more triumphant. The thing that really drives it home though is when the villains actions seem as though they’re the gratification of some symbolic desire causing you to identify more with the villain than the hero so that in the final confrontation you know you’ve got to save the world, but maybe it’s too bad you have to kill this guy to do it.

All Captain James Hook ever wanted was a mother… and to kill Pan.

One of the major things about games to me is the story, the sense that I’m accomplishing something. The story doesn’t have to be epic, or even particularly good, I just need a reason to be doing what I’m doing. Sometimes I am sneaking into a terrorist base trying to destroy a giant bipedal tank, but other times I am trying to eat a bunch of yellow dots. These things don’t do much for me on their own, its overcoming the obstacles on the way to the completion of the story that’s enjoyable and there’s no obstacle quite like a good villain to make a game memorable.

Until next time may you Omnislash your own one-winged angel,

-King