Sunday, 25 September 2011

Not So Dramatic?

A look at Dream Theater's 'A Dramatic Turn of Events.'

An apt title, though the reason why it is apt is apparently not why it was chosen. Dream Theater’s newest album came out recently, and I picked it up (there’s a lot of good albums coming out around now, with Opeth and Mastodon’s latest opuses being on my wanted list as well). I managed to get the collector’s edition, because, once again, my local HMV refused to stock anything else. So I get an extra 60 minute discography (remember the whole ‘search for a new drummer’ thing they posted on Youtube?) and, I think, instrumentals of the tracks. Truth be told, I haven’t spent much time with the second disc, so I’m still not sure as to its contents, but that isn’t what matters now.

I’ll avoid discussing the whole almost-eponymous situation regarding the departure of Mike Portnoy and the introduction of new drummer Mike Mangini. There’s been plenty of coverage of that, and anything I say would just be a rehashing. Simply put, this post will focus on the music itself.

The album definitely opens on a strong note, in particular 'On The Backs Of Angels, which is a very good song. It’s classic Dream Theater, taking all that’s good with previous songs and extending it. It’s the same with every song – classic Dream Theater. And can it really be a bad thing if a brilliant band continue to do what makes them so good?

Well… yes. There’s little to make this album stand out. Their best albums had Dream Theater making changes to their sound both subtle and overt, and, when it worked, it made them stand out – it was these little flairs which made these albums so great. ‘A Dramatic Turn of Events’ lacks this uniqueness. This is, perhaps, the sound of a band who has found a comfortable place and begun to grow complacent, a band who has grown afraid of risk-taking. This is a bad thing in pretty much any situation, but it is an atrocity in progressive music which is focused on doing something new, on change, on progressing – it’s there in the fucking title!

In truth, I expected this. The band chose the safe route with Mangini – he’s a good drummer, yes, but my fear is, and has always been that his style is too close to Portnoy’s. It’s hard to blame them, really – if they’d changed, fans would have been furious, claiming the new drummer has ruined the band or other such inane statements. So, in the end, they played it safe.

Don’t get me wrong. I like this album – it’s a good listen. Genuinely, it’s fun. But, apart from ‘…Angels’ and ‘Lost Not Forgotten’ (a delightful song), there is nothing that stands out. It’s good, but nothing outstanding, and, for that, it pales in comparison to previous albums. And that’s damning for a band that is the pioneer of a genre that, at a base level at least, frowns on complacency. Dream Theater have become what so many other ‘Prog’ bands have become – competent, indeed, excellent, musicians, who copy the genre leaders. In this case, they’re copying their own formula, and avoiding innovation in the process. I’m definitely going to listen to this album some more, but I don’t see it lasting as long as other albums. It lacks that little… spark of genius that makes a classic.

Saturday, 24 September 2011

Return, and D&D

This'll be the third introduction post I've made. Fun Fact #1 - These make up more than a quarter of my posts! Fun Fact #2 - I'm shit at blogging!

This time I'm gonna be more realistic. I'm gonna aim for a post every two days, a lengthier post every week. Maybe. We'll see. I need to work it round my new university schedule. I've got a few ideas kicking about so, at the very least, this should stay afloat for a bit longer than last time, which was a dismal failure.

Onto more topical news - Dungeons and Dragons! Or rather, not the pen and paper game itself, but the various videogames based on it. Good Old Games is having a sale on 9 of the 'classic' D&D games. These stretch from the classics (Baldur's Gate and Icewind Dale series, Neverwinter Nights Platinum), to the cult classics (Planescape, The Temple of Elemental Evil). There's also a few relative unknowns that never quite reached the lofty heights of cult classic-dom - Dragonshard and Forgotten Realms: Demon Stone, which, to the best of my memory, doesn't actually feature demons.

I cannot personally attest to the quality of Temple of Elemental Evil or Dragonshard, but the others are all fantastic RPGs (or hack-and-slash games in the case of Demon Stone). Some of the games on sale here are generally considered among the most prestigious RPGs out there, and the others are all high quality. Of course, the best are, undoubtedly the Baldur's Gate series and the fantastically unique Planescape, but the others are definitely worth a look, and are just as capable of eating up countless hours.

Be aware, though, these games are dated. The graphics are very simplistic nowadays, and the isometric viewpoint can be rather disorienting to those more accustomed to modern, 3D graphics. The gameplay can be rather slow at times, and the story-focus can drag compared to modern games. Trust me, these are fantastic games, but they are old and a world away from modern games. The sale itself is interesting, with the more you buy the more you save, which has some potential. Find the sale here, it's on until the end of Monday.

Tuesday, 5 July 2011

The Quest For Delicious Cake

Just a short post today.

It's a Minecraft Let's Play of sorts, on a quest for... well, it pretty much explains itself. It's a wee bit lengthy, over an hour, but I found it entertaining.

Monday, 4 July 2011

Shades of Gray

Representing morality is an increasingly popular trend in gaming. More and more games, in particular RPGs, have taken to giving players and their actions karma. There are two main ways of doing this, it seems – an arbitrary assignment of morality to actions, or keeping the morals behind decisions gray. Of course, there are advantages and disadvantages to each, and neither can really be considered objectively superior.

The first method is the most common. It comes with an obvious advantage to both the designer and the player – it is easier to both implement and understand. Since it paints all actions as either good or evil (or occasionally neutral), all actions are reduced to one of a small number of outcomes. This can make it much easier to determine consequences for certain types of behavior – instead of, for instance, determining how scene X plays out by tracking previous actions, this can be determined by keeping track of a single core moral statistic that is affected by various events throughout the game. While this is by far the most straightforward method of representing morality, it is not without its disadvantages.

It is generally unrealistic, for instance. In reality, most decisions boil down to something more complex than simply ‘good’ and ‘evil,’ and, indeed, such concepts are not concrete as they are often shown to be in fiction. As such, creating definite good and evil sides can come across as, at best, strange, and, at worst immersion breaking and unrealistic. In fact, this is one of the most common criticisms relating to this method of morality-representation. It also opens the doors to a lot of unfortunate implications, such as certain actions that are not necessarily that evil being frowned on, or vice versa. Take, for example, Fallout 3, which is perhaps the best (or… worst?) example of this, with things such as killing evil characters who have yet to show any evidence of being malicious (i.e. Sister, who, as the player can discover, is a slaver)  rewards the player with good karma, which can be seen as rather… extreme. More clarification is perhaps necessary – it is possible for the player to kill Sister without learning of his evil nature (he just comes off as a bit of an ass) and be rewarded for what is, for all intents and purposes, a random murder.

Additionally, it tends to struggle to comprehend morally gray areas. Choosing between two warring factions who are both equally gray on any moral scale cannot equally be represented by a simple karma meter. This can lead to confusion and, at worst, more unfortunate implications. Fallout 3 provides another example, (it really is a showcase for poor morality systems) this case in terms of the Pitt DLC, which centers around a very morally ambiguous struggle between a harsh slaver who is genuinely working towards a greater good and a slave who wants to be free, but who will (Spoiler alert), assuming he wins, cause there to be no viable cure to the horrible disease sweeping the Pitt. This could make for a very good, interesting conflict, were it not for the fact that siding with the Slave is shown as definitely good, and siding with the Slaver is definitely bad. This may seem as obvious at first, but below the surface it is the fight between a well-intentioned person who seeks to truly cure his charges, and uses drastic measures, and a man who is just as selfish as any slaver (wanting to use the cure for profit) and far less competent than the former. A potentially interesting philosophical conflict ruined by game limitations, then.

This is not to say such methods of recording karma have never been successfully implemented, though. Bethesda have actually done it quite well in previous games, with the Elder Scrolls series portraying unprovoked murder as effectively always evil, though they had their own problems (the ability to cause civilians to attack you in Morrowind, for instance, allowing for ‘unprovoked’ murder regardless of the actual situation). Bioware seemed fond of this as well, up until Dragon Age, with everything from Mass Effect to the D&D games using a moral system – fairly obviously, in the case of the latter, given that it gave rise to the entire phenomena of moral systems. Indeed, many of the problems present in videogames, and more, in fact, are present in D&D’s morality, but that’s a topic for another time. Other games have successfully harnessed a moral meter system – the Rollercoaster Tycoon series has a variant in it’s park rating system, which measures how guest-friendly your park is, taking into account things like mess, safety, seating, and entertainment and facilities provided. It works quite well, except for the fact that it can be exploited (by forcing unhappy guests to leave your park, either by moving them to the exit, or by less… ethical means), though, to be fair, this is more of a cheat than a legitimate tactic.

So, that’s black and white morality covered. Now, onto the gray area, and less concrete definitions of morality. This is where, rather than assigning choices arbitrary statistics, choices all have their own consequences based on the user’s actions. This is, obviously, harder to implement, as, rather than a central system for defining morality, each decision has to be considered independently. It can often cause some confusion with players as well, and often, despite the increased potential, reverts back to a black and white system. Unfortunate implications are just as common as the other system, and it can often be immersion breaking – in the Baldur’s Gate series, one must, at various points, choose between two factions who are just as gray, which makes it hard to roleplay a paladin or other lawful or good character.

However, it does indeed provide developers with a greater potential for morality. It also makes it easier to create continuity between sequels (e.g. Mass Effect, King’s Quest, etc.). Additionally, it can come across as less condescending than the more straightforward method, coming across more as the developers saying “You did this, here are the consequences” as opposed to “You did this, have an extra number on a statistics screen.” When it is implemented, it tends to be done rather well. Interestingly, the best example I can think of comes from a game with an otherwise black and white morality system, which is Neverwinter Nights. I am referring to Charwood, in which there are four possible outcomes, and, while there is a fairly obvious good one, choosing it has the worst consequences. This does not come across as punishing the player, as they are provided with this information, so they can use it to make the decision. It comes across as a nice contrast to the rest of the game, and allows for an interesting situation.

Of course, I don’t mean to imply that there are only two systems of representing morality. That would be incredibly hypocritical on my part, having just criticized the same two horse race in terms of morality. There are various different points along the scale between these two extremes, as well as systems entirely removed from these two. You have things like Dragon Age, in which each decision is taken individually, but can also affect a variety of karma meters in the form of your companion’s attitudes towards you, or Sims 2, in which your Sims aspiration meter and lifetime aspirations act as something of a gauge for how well the player has treated them. In truth, there is a myriad of different ways of portraying morals and ethics, and no single blog post can hope to do much more than scratch the surface. Personally, I am looking forward to seeing how developers explore human morality and other aspects of philosophy in the future.

Hello World... Again

It has been so long since I updated this blog. I could make excuses - I could blame exams, personal problems, whatever - but those would be lies. To put it bluntly, it's due to sheer laziness. But I have been meaning to get back into it for a while.... so. Here I am.

Sorry...

Um, to make this more likely to succeed and less likely to be one of those revivals that lasts for about a week, I've put together a bit of a schedule. This won'r be definite, but it provides a bit of a guide for me, and a way of keeping me going in a timely manner.

Monday - Serious post
Tuesday - Short post
Wednesday - Serious post
Thursday - Short post
Friday - Serious post
Saturday - Short post
Sunday - Short post

...as well as a review or two, probably at the weekend. For the sake of clarification, a 'Serious post' will be one of the larger ones focussing on something I've been playing around with in my head, whereas a 'Short post' could be anything from an observation, to comments on a video, or such. In the spirit of this I'll be updating the blog in a few hours or so with a larger post, which means, yes, more overly verbose ramblings.

Thanks to anyone who still cares.