Lose YourselfMay 28th, 2008 by Leslie
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What is it about a game that enthralls you? What really gets you hooked? In the last game that truly had you, did you identify with the characters, or did you latch on to the comedy?
What has always remained a constant, if anything? Do you notice certain similarities between the games you adore?
We aren’t discussing, of course, how Mythos and Titan Quest are close copies of Diablo, but the similarity of two or more games sharing a common area of your focus. Be it the beautiful scenery, the action and adventure, the fast paced battles, or the roles and storyline.
What sticks out for you? Do you notice a pattern? Is there no pattern, but a smattering of details that catch your attention and capture your heart?
That’s a lot to digest right there, I know. But it’s important. These details are what decides whether we buy the retail after the trial, whether we pick it up for ourselves after playing a friend’s copy, and whether we continue playing something we blindly bought or sell it to the secondhand shop in a week.
My own personal constant in any game is the gameplay itself, which is comprised of several elements. If it is smooth and responsive as well as having good movement and comfortable battles then it will generally follow that I am pleased enough to immerse myself further. If upon further inspection I find nothing else entertaining, however, I have no choice but to let the title go.
One man’s trash is another man’s treasure, so they say, and for many game details this is truly the case.
How many times had I been told the card games of the Final Fantasy series were awesome fun and a great distraction from the overall theme? How many times did I wonder why people praised it, as I sat perplexed and annoyed at the systems?
It just didn’t catch me. Simple as that.
Does it take just one stellar detail to keep you playing? Or do you require that most of the parts come together to form the whole?
A game with wonderful performance and immense insect-destroying fun factor that I have thoroughly enjoyed is Jet Force Gemini for the Nintendo 64. The controls were beautiful and seamless, so much so that gameplay was never a thought in my mind. It just happened. And it also just happened that I found the character models adorable, loved their special unique abilities, thought the scenery intriguing, and could play friends in the immersive PvP realms for days on end.
Vela in the space station with the Tri-Rocket Launcher? Absolutely.
Without all of these features, I’m afraid the game would not have kept my interest in the remarkable way it has over the years, let alone during the first attempt at playing it.
So, what grabs you?
Are your favorite details inherent in the game, or do you create the situation by pushing yourself to the limits?
For several friends, Final Fantasy was much more interesting if played through with their main character left at the lowest level possible for an encounter, and all other party members disabled by intentional death.
Can you imagine the thrill? Level 40 Zidane vs Ozma, with no backup.
While it adds a whole new dimension to the series, it may not be up your alley. Maybe you’re the type who strengthens your characters to max level before adventuring toward the last battle.
Perhaps you love forming unusual teams of characters. This concept brings to mind the all-Paladin Karazhan runs of World of Warcraft, or how my party in Pokemon consisted of only Oddish and its two evolutions.
Many people find that doing things you aren’t technically supposed to gives them a thrill and makes their day. Are you one of them? Does the idea of soloing that high level monster at level 1 by using the terrain to keep it at bay excite you? Chances are the developers would find this to be violating their intended rate of play, but for you, nothing is off limits.
Being the bad boy or bad girl your thing but not necessarily in the realm of game mechanics? Maybe Grand Theft Auto is appealing to you for its focus on theft and brutality to police, or Saints Row for its depiction of gang wars.
Personally I could rarely be mean to a story-related NPC in any game. It’s difficult for me, and I’ve chosen all options to simply help them all out. You can imagine watching me play GTA is especially boring, I’m sure.
Instead, I would much rather take out any extreme gaming aggression on other players, particularly in group sieges on player-controlled castles. The War of Emperium event of Ragnarok Online stands out in my memory clearly.

Imagine if you will, a heavily fortified castle brimming with hostile players hailing from a rival guild. Thirty of them, in their Majestic Goat coverings and their Arc Wands glistening with magical power. And in this vision, a rogue party of three - the stoic Knight, blessed Priestess and devilish Assassin - trample them all to bits, steal their Emperium, and gain control of all their assets.
And then promptly make a sign in the direct center the main economic city of the world announcing the opposition’s demise. And laugh, a lot.
Another popular method of releasing aggression is button-mashing. Who has not bent their fingers out of shape on their controller or keyboard at one point or another after being bounced quite frustratingly by the castle boss?
Games that implement such dynamics in their play are quite fun, but can be as stress-inducing as they are stress-relieving. Remember the sword fight between Zidane and Blank, played out in quick button sequences at the beginning of Final Fantasy IX? Yes, that’s exactly what’s on my mind. It lends me a quite an unhappy feeling in the pit of my stomach, so I will promptly move on.
The Wii platform puts a new twist on this feature, with the Wii Remote being shakable, twistable, spinnable, and Lord-knows-what-else. Mario Party is a prime example of a single game combining the best movements made with the unique controller. Polaroids can’t handle that shakin’. Can you?
Or, maybe you’re a speed junkie, striving to beat your current best time record? Racing games would probably appeal, but somehow managing to find ways to speed things up in other games also represents the ultimate challenge.
You know who you are, of course. You’re the one who uploaded speed runs of Resident Evil and Tomb Raider to YouTube. You’re the one who farms and crafts whole Primals in 30 seconds. Yep, that’s you.
Perhaps you are mostly visual and love to lose yourself in the scenery and the design. Do you prefer more realism or a cartoony animated feel?
Crysis or Pikmin? Maybe a unique blend of both, as seen in the Warcraft series? Or do you feel that it simply depends on the game, with some styles working best to achieve a particular feel and ambiance?
Maybe you will sit for prolonged periods simply staring at the graceful reflections on masterfully rendered pools of water, such as those presented in The Lord of the Rings Online. I certainly have.
Or instead, you fell in love with the happy-go-lucky cell-shaded art style of The Legend of Zelda: The Wind Waker? Count me in, there.
What about creep-factor? Where are the goosebumps? That’s what I ask myself when choosing a new scary title. Are you the same? Do you live for the night?

I will share with you an anecdote from my Zelda universe, one which is highly embarrassing and comedic. To me, there is nothing like walking through the twisting corridors of the Forest Temple, emerging through a doorway into a warmly lit room of concrete slabs ready for the great jumping exercises Link excels in so wonderfully… Only to be caught from the ceiling and lifted into oblivion. Tossing the controller at the television in fright, I declared then and there…
Wallmasters scare the piss out of me.
Are you in to horror?
Do zombies, like those in Resident Evil bring the fright fest to your screen? The mindless farmer drone with a chainsaw? Hordes of infected humans and walking cadavers clamoring for your flesh? The near-invincible stalker Nemesis and his almost inescapable rocket launcher?
Or perhaps the supernatural slices you with cold fear.
Silent Hill’s suspense built and unleashed its terror around every corner, culminating in your face-off against Pyramid Head, a truly menacing mutilation.
Fatal Frame’s premise and storyline, combined with the most blood curdling and terrifying ghosts ever created - such a combination had me believing the hair on the back of my neck would never sit back down.
Now, saving lives and being the hero. Could this be the life you’ve always wanted?
Escorting, caring, protecting? Being the good knight, the champion, or the unwitting savior?
Many games feature rescue missions, such as saving Ruto from the belly of Jabu Jabu in Ocarina of Time. Or escorting Tooga the turtle in World of Warcraft hundreds of game miles safely back to his wife, across barren desert wastelands where monstrous carnivorous birds and scorpions house their nests.
My attraction to the PlayStation 2 game Ico had been the main character’s protective relationship with the princess of the story. My sole reason for wanting to play this game initially had been how your hero, Ico, must lead Yorda by her hand through the treacherous environment. While the game had practically no dialogue, that physical contact between these two characters is what formed that protective bond.
Or perhaps emotion is what draws you in?
The heart-wrenching story of a heroine pulled from the world by a tragic and violent murder, as seen in Final Fantasy VII.
Friends coming to your rescue in your time of need, showing that love and caring and friendship can kindle the hope needed to survive the onslaught.
The first kiss after all evil has been defeated.
Do these stories resonate with you? Do they draw you in to their imaginary worlds?
An emotional mechanic writers often use is the betrayal of a loved or important character, twisting their representation of good into that of evil.
The foul turn of the Lady Aribeth in Neverwinter Nights into a dark paladin and harbinger of death, for example – forcing you to destroy your once-trusted ally in a duel.
Sarah Kerrigan’s transformation into the Queen of Blades of Starcraft. Speaking to Jim Raynor she tells him, “You should not have come” showing her sad recognition of this chilling altered state.
Her tainted and nearly obliterated humanity. His lost dear friend who could have possibly been more.
That is simply memorable.
So, let me ask, what do you love that I have missed? What aspect of your favorite game have I set aside, unnoticed?
Now that you have been dwelling on this subject, do you see a pattern? Are you predictable? Are games predictable? Or are you surprised each time you open a new title?
I am usually surprised, one way or another.

May 29th, 2008 at 2:01 am
I remember Jet Force Gemini, I loved playing the little robot that flew around helping you. The dog was pretty badass too.
The Forest Temple is one of my favorite parts in Oot. Just the music, and all the weird inverted hallways, and how you clench up whenever see the shadow over you head and you hear the inevitable Whoosh of the giant hand. Classic.
I like games that surprise me with something I havent seen before, but I have to agree that it is the core gameplay that really matters. I will always take game play over innovation, graphics and storyline.
May 29th, 2008 at 3:45 am
I’ve got hooked by gameplay, with stuff like the Mario series (I’m currently replaying Super Mario 64 on the DS and loving it). But there have also been games like the Castlevanias, Halo and the Zeldas that hooked me on atmosphere before the gameplay kicked in.
May 29th, 2008 at 7:13 am
I like games that either have a good story/characters by themselves, or games that leave me enough leeway to make my own without leaving me COMPLETELY in the dark. For example, one of my favorite games ever is the widely loathed SaGa Frontier, which is largely incomprehensible due to a number of things. I loved it because there were just enough hints left in the unfinished game for me to piece a lot of things together about the characters and the histories thereof myself, most of which ended up being correct (once I found the Japanese lore book and forced my hapless friends to translate it). Good times. I also gravitate toward the mages in any game, and SaGa FINALLY corrected one of the problems I’ve always had with the mage classes in every RPG I’ve ever played. Let’s take the majority of the Final Fantasy Games, for example. Your caster characters run out of MP, they are ROYALLY FUCKED, unless it’s one of those FF games where you can use an item to cast a spell (like Thor’s hammer in the original FF), because Aerith running up and bopping something with her staff? Pathetic. However, your fighter classes run out of WP, THEY ARE FINE, and can still do a respectable amount of damage by just bopping something straight up with the weapon. This is lame and unfair and I hate it. In SaGa, if you train 100% in magic, the lowest MP spells become free. They’re not as awesome as the big spells of course, just the magical equivalent of bopping something straight up with your sword, but it’s better than forcing a caster to smack something with his/her staff for 2 points of damage.
God, Wallmasters. I’ve hated those things since the first Zelda, and I have hated them in every iteration of Zelda on every console since. TERRIFYING. I remember OOT making a lot of enemies that previously seemed silly suddenly scary in 3-D and in proper scale. Peahats, for example. In the original Zelda, peahats are like Ganon’s goofy flying party hats. In OOT, they are terrifying giant cuisinarts of rotary bladeified death. What awesome design.
I like games that scare me, but I prefer to watch someone else play them. I have a friend who invites everyone over when the new Fatal Frames come out, and one of my favorite game memories was during the first one. He opened a door he’d opened a thousand times before, but this time, there was a ghost there, and my friend Aro and I shrieked out loud like horror movie cheerleaders. Good times.
In summary: I like good design, and I like a good plot, but if I decide I like a character enough, I will slog through the crappiest battle system of the crappiest game ever designed. (One of the reasons I never finished FF8 was that I didn’t find a character I liked quickly enough to suffer through the GOD AWFUL JUNCTIONING, especially after I had my first ‘oops, you missed this thing way back there and since you didn’t have it junctioned all this time, you’re going to die’ moment. Screw that crap, God.)
I do have a deep and visceral loathing of minigames that trip me up on my way to carry out the plot. Here I am thinking of the “Make Nina jump in slow motion on some random pirate’s head in Breath of Fire 3, and if you fail you can’t progress no matter what you do in the rest of the game,” and OH MY GOD TO HELL WITH YOU BREATH OF FIRE THREE.
May 29th, 2008 at 5:47 pm
Demo - For some reason I never really was able to notice the sounds. But then again, I usually play any game with low volume or none at all. I’m not big on audio, it’s pretty weird. I suppose for that reason I may have made the Wallmasters even more scary than they were.
Just maybe.
Alison - You totally have the quote of the year right there. “…terrifying giant cuisinarts of rotary bladeified death”? Hell yeah.
FF8 was a game where I almost finished simply out of pure hatred for a character, rather than fondness. I really do not, and I repeat do not, like Rinoa. I suppose she would have been great, you know - if she’d kept her mouth shut. I feel like that about a lot of people, especially musicians. But I digress. Her character model is still wonderful, and I did love Angelo to death at least. The junction system was absolutely obnoxious, too!
May 29th, 2008 at 6:30 pm
Character development is the main draw to most games personally. Obviously many people feel this way or RPGs wouldn’t be so insanely popular. But just the overall notion of progression through characters is what makes them so. Whether it’s through story, or statistics.
I also like games that don’t take themselves too serious. I don’t want to be playing The English Patient. So if there is no artistic appeal, innovation, and humor in a game I will generally hate it. This plays a huge factor into immersion. It’s so much easier to get sucked into a game that is warm and inviting than one that makes you feel like you’re in a steel box.
May 29th, 2008 at 6:43 pm
Ephidrina - You know, I was raving about how I loved Hellgate: London so much for not taking itself seriously at all. The dialog of many characters would not be as fun and memorable to me if the game really took its plot serious tothemax.
It will always remind you of the seriousness of the Hellgate and the Burn that is consuming the world, but it doesn’t drag you down with negativity. Good stuff.
July 21st, 2008 at 9:30 am
“You know, I was raving about how I loved Hellgate: London so much for not taking itself seriously at all. The dialog of many characters would not be as fun and memorable to me if the game really took its plot serious tothemax.” If your into that, check out Overlord. It’s pretty funny about that kind of stuff.