The Gamer's Quarter - Issue #6 - TextFiles.com
The Gamer's Quarter - Issue #6 - TextFiles.com
The Gamer's Quarter - Issue #6 - TextFiles.com
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
(or spayed) like Deus Ex, an ambitious<br />
world followed up by a weak and flawed<br />
title that failed to capture the spirit of<br />
the original.<br />
PC games have always been hit-ormiss<br />
affairs due to a lack of standards.<br />
With certain <strong>com</strong>panies, especially<br />
those who took technological chances,<br />
problems were part of the cost of entry<br />
into their worlds. Origin did its best to<br />
make sure each title it released was<br />
more <strong>com</strong>plicated and expansive than<br />
the last; running them now is even more<br />
difficult in many cases. <strong>The</strong> golden age<br />
of the 1990s created the world to <strong>com</strong>e,<br />
in which the term “dumbing down”<br />
would be used to describe any move<br />
from perceived <strong>com</strong>plexity to perceived<br />
accessibility. Ultima VIII was Xboxifaction<br />
before the Xbox—the closing of a larger<br />
world in favor of something quite more<br />
linear. 1<br />
Dual-platform development does<br />
create significant hurdles. It also gives a<br />
<strong>com</strong>pany the opportunity to hook a whole<br />
slew of new customers. Morrowind’s<br />
adaptation to the Xbox created an<br />
entirely new fanbase for a game, one<br />
worlds away from its console brethren.<br />
<strong>The</strong> Japanese RPG model that dominates<br />
does not allow meandering away from<br />
the plot beyond sub-quests and item<br />
collection. It certainly doesn’t entertain<br />
such blasphemy as ignoring the central<br />
plot entirely; after all, there are fathers<br />
to hate, giant robots to drive, orphanage<br />
alumni reunions, and, more to the<br />
point, God ain’t gonna kill himself. <strong>The</strong><br />
chance to write your own story is a rare<br />
thing in the console world—but all the<br />
manic teenagers on the internet, foibles<br />
notwithstanding, are generally going to<br />
do a better job than the cookie-cutter<br />
geniuses at Square-Enix. You own the<br />
story; you have deep directorial control<br />
over what happens next. Even if what’s<br />
“next” just means climbing more guild<br />
hierarchies or rearranging the contents<br />
of an adopted home. Earlier installments<br />
featured hooks like Daggerfall’s banks<br />
and real-estate market, as well as a slew<br />
of dress-up opportunities—the rise of<br />
personal webpages saw public demonstrations<br />
of virtual finery and fine living<br />
that later installments have not yet <strong>com</strong>e<br />
close to matching (though a project to<br />
create unique textures for all of the books<br />
in Oblivion is a nice start).<br />
But depth is a tricky thing, and so<br />
“dumbing down” gets another turn on<br />
the whipping post. Oblivion features<br />
fast travel, quest markers and for-pay<br />
plugins. Ugly or not, some of these<br />
changes make for a faster and more<br />
streamlined experience; it may be dumb,<br />
but some of us have to go to work, pay<br />
bills, and generally get on with life. If<br />
being able to drop back in and out of<br />
the world and ac<strong>com</strong>plish some quests<br />
without having to take detailed notes is<br />
stupid, so be it.<br />
And what a strange notion that really<br />
is, at the bottom of the spittle and<br />
vinegar. Tying intelligence to play, no<br />
matter how <strong>com</strong>plex, is a good way to<br />
crush the fun out of something.<br />
And What about That<br />
Whole Oblivion Thing?<br />
You Know, the Game?<br />
Voice acting is a difficult thing to do correctly.<br />
Some folks know how to do it well,<br />
but most are lost in a mysterious world of<br />
ham and cheese; “so bad it’s good” has<br />
been destroyed by “so bad it’s hard to<br />
ignore” and the occasional “Eli, Eli, lama<br />
sabachthani!” Morrowind was no great<br />
champion in this regard, using far too few<br />
actors, none of whom posessed anything<br />
resembling range. Oblivion uses many of<br />
the same people but expands the amount<br />
of spoken lines to cover nearly every<br />
bit of text in the game. It is absolutely<br />
maddening to have to listen to dialogue<br />
that was generally not very interesting<br />
as text; hearing the same stories about<br />
mudcrabs from dozens of bystanders<br />
holding their own plastic conversations<br />
just plain breaks your spine.<br />
But the game itself? It is streamlined,<br />
but it is also not a betrayal. Combat<br />
is now engaging all the time, and not<br />
just for the first twenty levels until you<br />
be<strong>com</strong>e a walking tank. Its technical<br />
flaws are few, especially considering the<br />
lineage from which it emerged. Out of<br />
more than eighty hours, perhaps twenty<br />
were spent on the main quest—the rest<br />
went into doing the same things one does<br />
in an Elder Scrolls title, seeing just what<br />
you can get away with.<br />
Don’t listen to the crazed jackals,<br />
for they are too absorbed in their own<br />
image—reflected from the pit of the<br />
glitch that spawned them—to understand<br />
they stagger about in someone<br />
else’s dream.<br />
1 Ultima IX was more of a debacle than an offering, because it was so broken, technically and spiritually.<br />
By the time it was fixed, no one cared what it had to say at the closing of what had be<strong>com</strong>e the<br />
most ambitious series to ever grace a <strong>com</strong>puter screen.<br />
88 <strong>The</strong> Gamer’s <strong>Quarter</strong> <strong>Issue</strong> <strong>#6</strong><br />
Worship the Glitch<br />
89