The newly released first-person, open world RPG "Kingdom Come: Deliverance" has been criticized in some quarters (perhaps unfairly) for not including black people in the game. Vocal defenders have emphasized the game's commitment to historical accuracy (after all, there would likely have been no black people in a small village in medieval Bohemia, where the game begins) and have frequently mocked the criticism as further evidence of the ridiculousness of the social justice warrior.
What does historical accuracy even mean when it comes to this RPG? Is it historically accurate to exclude black people yet to include the possibility of becoming a "bard" or a "knight"? The term "bard" wouldn't apply to medieval Bohemia, either, and lowly blacksmiths of that time simply didn't climb the social ladder; they pretty much lived and died in the same lower class that they were born into. Is it historically accurate to not have fantastical creatures to battle yet still to allow the player character to craft potions using a skill called "alchemy"? Those potions create short-term buffs that don't look at all the different from the buffs created by magic potions in medieval fantasy RPGs such as The Witcher or Baldur's Gate.
Though slightly tangential, this might shed some light on the matter: https://www.youtube.com/watch?v=AxV8gAGmbtk – ProtoCanon7 years ago
The video is really good and very relevant to the discussion. Thanks for the link! – JamesBKelley7 years ago
An interesting factor to consider is how 'historical realism' affects the look and feel of the game itself. In some games the inclusion of a small number of historically realistic elements conflicts with a fantastical game setting, and can have a negative effect on the player experience (dependent on their awareness of the relevant historical culture). A colleague of mine, Gareth Wild https://jamescook.academia.edu/GarethWild has commented on this regarding the 'Imperials' in Morrowind, who are the only faction clearly derived from a historical culture - ancient Rome - and in appearance are almost identical to Roman soldiers of the period. This interpolates the impression of a well known 'real' culture into a fantasy setting which does not include that history, which conflicts with the 'imaginary' history of the game environment... – Menadue7 years ago
Menadue, the very same sort of thing occurs in Fallout: New Vegas, with Caesar's Legion. For some reasons, ancient Rome is commonly resurrected in our fantasy RPG games. That would make a great essay topic in itself: Ancient Rome and Modern Fantasy. – JamesBKelley7 years ago
Even casual fans of Zelda have heard of the triforce. The mystic golden triangles, left behind by the 3 goddesses after their divine act of creation, each represent a particular character trait, power, wisdom, and courage. The bearer of each piece of the triforce is said to personify the character traits that each piece represent. In addition, complete balance and mastery of the triforce requires one to have all three pieces at the same time. Without all three pieces at the same time, a person's soul is out of balance.
In a lot of ways, this characterization of the triforce shares similarities with Aristotle's virtue ethics. Aristotle wrote that in order for a person to reach eudaimonia (sometimes translated as 'flourishing' or 'happiness') they must have the proper balance of the different virtues, such as courage, wisdom, temperance, and justice. Aristotles ethics would provide a unique lens to analyze the different character in the Legend of Zelda and how the embody their respective virtues . Link obviously embodies courage, and its easy to see why. Link consistently takes on monsters 3 times his size, is motivated solely by justice, and is steadfast in his duty. An article examining the major characters of the series through the view of virtue ethics would be a neat take on the series.
I thoroughly agree. This is something I would love to see explored more: developing and analyzing philosophies with video games and virtual experiences. At the moment, there's very little or not prominent academic work discussing the ways the virtual medium can explore these topics and this would be an excellent addition. I admittedly don't know much about Aristotle's philosophies but with the familiar characters and plots of the Legend of Zelda games, I, and many like me, could begin new inquiries! – TheNayobian7 years ago
A look at the prevalence and effects of sexism in tabletop RPGs, such as DandD. How are female players and their characters treated by their male counterparts during a game session? How does this differ from a female character played by a male player, if at all? Some women who play RPGs have gone to certain lengths to avoid sexism during game play, such as forming all-female leagues. How is extreme sexism that wouldn't otherwise be tolerated in everyday life by male players justified during a game? There are many routes this could go, but it is, I feel, a fascinating subject with many points that could be taken away by various audiences.
I would definitely read an essay on this topic. I wonder how a person would go about getting the information, though. Are there internet discussion boards on the topic? Or existing articles? Or some other easy-to-access resource? Ideally, interviews or observations -- I'd love to play some D&D and call it "field ethnography"! -- would be be used, but that would take a lot of time and effort. – JamesBKelley7 years ago
^ The idea originally sparked for me when I was reading a discussion thread on reddit between female RPGers, so I expect there will be online discussions or people who would be willing to talk about their experiences with someone exploring the topic. I see your point, though. Some time and effort will definitely need to be put into finding reliable sources of information. – Analot7 years ago
As always 'Critical Role is' a great show to look at for these discussions. Currently voice director Sam Riegel is playing a female character - a goblin rogue, and so far it has been very interesting and very respectful. I agree that finding authoritative sources will be difficult, but if you developed your own case study based on observations from different shows currently available through YouTube or Twitch and then as Analot observed, look at the discussions in Reddit this would make for a really interesting piece. – SaraiMW7 years ago
In 1954 François Truffaut coined the term 'auteur' in his groundbreaking work "Une certaine tendance du cinéma français", a descriptive that would subsequently be used to describe directors whose style or approach is so idiosyncratic that their films would be easily recognized (See Wes Anderson, Scorsese, Charlie Kaufman and the Coen Bros). But could this perspective and theory be possibly applied to the video game world?
We don't hear much of names in the video game industry, but the ones that come to the top of my head include Hideo Kojima, Shigeru Miyamoto, Toby Fox (for his sheer creative control in Undertale), Ken Levine (of the Bioshock games) and Sid Meier, who has built his own empire from his Civilization games. So my question is: is it possible to consider such visionaries auteurs? Can their games be considered solely products of their own unflinching vision? Or is another step in order: wherein we ought to consider companies/collectives as auteurs in their own right?
An interesting topic - I would argue that the "auteur"-theory is also controversial within the film-community. Theses days, the tag " A Spielberg/Scorsese/Coen Bros... -film" seems to be as much about marketing than about artistic vision. Is the screenwriter not as important in the development of a film than the director? After all, he creates the story/plot, themes, characters? I think the same argument can be made about the production of video games. A video-game does not need to reflect the vision of one individual creator to be considered a work of art. – Nightshade7 years ago
As video game players have risen from a small subsect of people into a large swath dominating the country and planet, how has this effected how we humans interact with one another. The Tetris Effect is when a repeated activity shapes the way your brain functions, as the repetitive action causes the brain to assign importance to said action. Given the prevalance of gaming today, how may be the Tetris Effect be changing society, and how may this look in our future as gaming becomes further mainstream.
Interesting topic! It may be making a few leaps to go from talking about local changes in the brain function of an individual to talking about behavioral changes in that same individual to talking about behavioral changes throughout society. I'd encourage someone to take this topic on (I'd like to read the result!) but would also encourage the writer to think about the difficulty of establishing cause and effect. – JamesBKelley7 years ago
Interesting, since gaming is so prevalent in modern culture. However, that since the Tetris effect is more of an analogy than a specifically gaming culture related idea, if you just want to talk about that, you should try to extrapolate the Tetris effect to other places (i.e. doing math problems causes dreams about numbers, playing basketball nonstop causes one to throw everything into containers like a field goal, etc). If you're looking to talk about gaming's prevalence in modern culture, you could also talk about other gaming-related terms that have become accepted in modern vernacular (i.e. politicians referencing video games, Let's Play celebrities, video game movies and tv shows, internet memes about video games, and events related to video games (like Pikachu Festival, E3, etc). Hope this helps. – tedytak7 years ago
Interesting, would love to know more on your thoughts about this – galalhassan7 years ago
Approached from the perspective of being an interactive story, what is unique to games like MMORPGs (esp. sandboxes), metroidvania, war games or survival games, as stories? What are some of the ways that gaming has innovated new ways of telling stories (think non-linear, interactive etc). Games can pull together disparate storytelling techniques like visual, auditory and interactive in a way that books, comics or film alone can't. Has the gaming industry harnessed this potential?
If you want to narrow it down to a specific category i'd recommend visual novels and RPGs, as they feel a lot closer to the question.
It would be very helpful to mention Final Fantasy XV, which one could argue spread itself too thin with the multimedia storytelling. It was a double-edged sword: People could access the series through the anime, the feature length movie or even the retro style gaming experience of A King's Tale. For someone like me, who was heavily invested in the series already, it was wonderful and got me excited for the game in the lead up; but for a casual gamer who just wanted to play the game, or a movie-goer just wanting to watch the film, it would make it difficult for them to grasp the entire story without turning to the internet to fill in the blanks. – AGMacdonald7 years ago
You could also look at the different ways games try to pull a story. For instance The Last of Us is an excellent example of envrionmental storytelling and how you won't get the full plot without actually interacting with the space around it. If you're mentioning comics, the Walking Dead and The Wolf Among Us (anything Telltale, really) are great examples of how the universe expanded beyond the game (or how the game expanded beyong the comic) to create a larger universe – Mela7 years ago
I think a good recent example of non traditional story telling is the game Nier Automota. In order to play the game to completion, you have to complete three different storylines, each of which that follows the more or less same story, but each is from a different character's perspective. Depending on which character you are playing as, different information about the story is available to you. For example, one of the characters cannot read or understand the language of the primary antagonists, so when you are playing as that character, the language and writing of the antagonists look and sound like gibberish to you. However, when playing as another character who does understand their language, you are able to read and understand the speech of the enemies. There are also multiple endings that differ substantially depending on which storyline you are playing, The game also breaks the 4th wall a lot. The way that the game represents your character's status is seamlessly integrated into the gameplay. As another example, since your player character is an android, some enemies can hit you with a computer virus that will mess up your vision. The game does not just make it harder for you to move, or harder to attack though; the game actually screws up your visual display so its like your own vision is messed up. Other attacks may cause 'glitches' where your screen jumps in and out. Overall, I thought the integrated HUD did a great job of immersing you in the world and it was probably one of my favorite narrative elements in the game. – alexbolano927 years ago
Does the success of the Crash Bandicoot N. Sane Trilogy speak more about the power of nostalgia or the appetite for platformers in a market dominated by sports games, shooters and RPGs?
Definitely a mix of both. While platformers are interesting and fun when done well, the ultimate rise in technology has left the market thirsty for far more wild, innovative games, with exceptions like Cuphead and Celeste appealing to the old ones who grew up with those type of games. – TokyoExpress7 years ago
Platformers have seen a recent revival with Super Mario Odyssey, A Hat in Time, and many others. And the success of those games shows that there is still room for platformers in the industry. – ankit86977 years ago
I believe a revival may have already begun, but a lot of my knowledge comes from the indie game market. Someone else mentioned the success of Cuphead, I would add Shovel Knight to that, as games that appeal to nostalgia but in very different ways. On the other hand, both INSIDE and LIMBO by PlayDead are wildly acclaimed puzzle platformers that don't necessarily appeal to nostalgia in the same way. Ori and the Blind Forest behaves in a similar vein. For 3D platformers, someone mentioned a Hat in Time, though I'd also mention Yooka-Laylee, though it had a rocky launch. It can also be mentioned from both consumer AND developer point-of-view; nostalgia appeals to those who grew up with these kind of games, but a lot of people that grew up with these kind of games are now making them. From the indie standpoint, developers are reimagining the styles of games that they grew up with and rejuvenating dying forms. Maybe there's a point to be said about the motivations behind releasing platformers for indie developers versus massive franchises. – caffeine7 years ago
You know you've done it, we all have, who hasn't? What I'm talking about is the act of "grinding" in games, meaning the repetition of crafting, farming, playing level one fights for bonuses – the simple act of repeating a step over and over and over again for seemingly inconsequential gains. Now in real life none of us would often willingly engage in this (generalisation I know), but really people seem to go out of their way to engage in innovative, unique, interesting jobs – no one wants to do the same task ad nauseam. So why do we choose to do this in our down time when gaming? What really is the appeal of grinding?
Personally I have been guilty of this when it comes to RPGs, especially in the Final Fantasy series. There is always the main objective of completing the story itself, but knowing that there are other potential sidequests, bonuses and easter eggs often leads to an uncontrollable urge to spend time grinding to levelling up characters. Another element that has added to this addiction is the use of achievements and trophies, and the need to have that sense of completion. On a side note I have also experienced this with some mobile games, only to delete them after months with the question "what was actually achieved by this?" – midado7 years ago
I've done more than my share of grinding, too, and sometimes hate myself while I'm doing it! It can be so boring. (In multiplayer games, I've often griped along with other players about just how boring it can be.) I'm wondering if the appeal has a lot to do with the significance of the gains. You wrote that the gains are "seemingly inconsequential," but I'm thinking that they have to be consequential on at least some level in order for us to pursue them. As midado writes, maybe it's the completionist in us? Or maybe we grind for a purpose and then stop once we get what we were going for (or at least close enough)? – JamesBKelley7 years ago