Stay woke

Waking Mars is, well, basically what it says. It’s inventive and original in a way that’s actually fairly heartening. The problem is that it fails to live up to the most significant sense of its title.

Quick political rant: the current Mars exploration fad is a bunch of horseshit. The sheer scale of the endeavor is being vastly underplayed; we’re not getting to Mars, and there wouldn’t be anything to fucking do there if we did. The only people saying otherwise are a) actual hoaxers and b) rich fucks fantasizing about abandoning their responsibility towards the planet they’ve destroyed and ascending to techno-heaven. Whereas all of us without tickets to Magical Space Paradise are going to have to live and die here, regardless.

There’s a reason this is a hot topic, though: we’re starved for glory. Getting to Mars is a goal we can look to for proof that humanity is still capable of greatness. The problem is that the current, greatness-less situation is justified. Our past “greatness” was built on a mountain of corpses, and those ghosts are coming back to haunt us. The kind of greatness we need now is not the kind that involves monuments and Manhattan Projects, it’s the kind that involves responsibility and small, quiet triumphs.

Which should be where Waking Mars comes in, because this isn’t actually a game about Mars exploration. It’s a game about managing an ecosystem.

mars_alive

The idea is that you’re the first person on Mars, and as you explore the caves you encounter these weird alien plantanimalthings, and you need to grow and reproduce them in order to open up each new area. There are multiple different organisms with different attributes and different reproductive strategies, and you have to “research” them yourself in order to find out how each one works.

This aspect of investigation and discovery is what the game really has going for it. You start with no information other than “you’re exploring Mars,” and the situation gradually reveals itself to you as you do so. Rather than being given a set of puzzles with well-defined rules, the majority of the gameplay is figuring out the rules yourself. Furthermore, the explicit objective you’re given is to find your way back to base camp, but this is not the goal of the game. You actually have to ignore this objective entirely and search around in order to find out what’s really going on and what there actually is for you to do on Mars (obvious spoiler alert: it’s aliens).

The combination of exploring the caves and encountering and investigating each new life form gives the game a real sense of vibrancy that’s sadly uncommon. You genuinely don’t know what’s going to happen next, not in the banal “shocking twist” sense but in the simple everyday sense of encountering the unknown. The actual gameplay mostly involves figuring out how the different types of plants work together, which heightens the effect. For example, one plant type will start to produce seeds when you water it, which can then be fed to a different type of creature to get it to reproduce, and that creature can then be eaten by a third type of plant, which will then produce seeds of its own.

The problem is that that sentence I just wrote is about as far as it goes. Once you’ve discovered how everything works, you find that there’s very little going on other than spawning as many plants as possible. As a result, the game relies on a major crutch: each plant has an associated “biomass” value, and the goal of each area is nothing more than getting the total biomass above a given threshold. There are no unusual conditions to deal with or specific behaviors that you have to trigger, you just have to stock up on seeds and get them plants in the ground.

Defining each challenge as a mere number kills much of the potential gameplay. For example, one type of plant produces water seeds, which can be used to hydrate other plant types. But the water plants themselves provide the smallest amount of biomass, so there’s no reason to ever actually plant them. When you need water seeds you can just go get them from one of the existing plants. This is precisely the problem with framing your game in terms of which number is bigger than the other number: there’s no dynamism. The only worthwhile option is the one with the biggest number attached to it, which means it’s not really an option at all.

This is boring, but the real problem is that it kills the theme. The game is supposedly about ecosystems, but there’s no sense of balance. For example, you can spawn as many of those seed-eating creatures as you want by just continually feeding them seeds, so in some areas the “solution” is to just spawn as many of this one type of creature as possible, which is the exact opposite of how ecosystems work. Early in the game, the player character expresses concern that recklessly growing as many plants as possible could have an adverse impact on the ecosystem. Turns out that doesn’t matter; apparently care is for suckers and ecosystems are just about making bio-numbers as big as possible. What should be an exploration of give and take is instead an exercise in making numbers go up.

mars_numbers

The game’s overall framework also has a coherence problem. Each area is supposed to be self-contained, the conceit being that the plants seal themselves off for self-protection until the surrounding areas have rejuvenated sufficiently. But the way you progress is by collecting seeds from one area and taking them to another area. Managing the reproduction of each plant type is supposed to be part of the gameplay, but you never have to actually worry about this. If you run out of seeds you can just go get them from somewhere else.

The problem is that there are two different types of gameplay being represented here: resource management and puzzle solving. You can’t just hybridize these by mashing them together, because they directly contradict each other.

Part of what defines a puzzle is its resource constraints. If you think of puzzle games like Lemmings or The Incredible Machine, each level in these games gives you a certain number of each potentially available tool, and the challenge is figuring out how to achieve the goal given what you’ve got. If you always had access to everything, there would be no point: you could just do whatever you felt like every time. On the other hand, if you don’t have enough resources, the puzzle is unsolvable. Good design means giving the player enough resources to solve the puzzle without a major headache, but few enough that they actually have to come up with something meaningful.

Waking Mars falls into both traps. If there’s a specific type of seed you need for a certain area, and you don’t have it, your only option is to backtrack and wander around until you find one. In other areas, being well-stocked with seeds trivializes the challenge. You don’t have to think about what you’re doing when you can just throw down as many high-value plants as possible in order to get over the threshold.

In a resource management game like Civilization, on the other hand, you have to take a big-picture view. You know what your current “income” is, what the costs of your various options are, and where your future resources can potentially come from. You can then make long-term decisions based on what you know, while trying to account for what you don’t know.

Waking Mars fails to deliver on this front as well. Since you can always get whatever seeds you need, your resources aren’t actually limited, so there’s nothing to decide. This makes the whole reproductive aspect of the gameplay fall flat. There’s supposed to be a give and take involved in reproducing each plant; for example, some plants have to eat other plants. But because everything is actually unlimited, managing this never actually becomes a decision, it’s always just a task. As it is, Waking Mars gets the worst of both worlds: both the boringness of having to manually collect resources and the blandness of not having any real constraints to deal with.

And this is why these two types of gameplay don’t work together. A puzzle has to be locked down; the ability to bring in outside resources destroys it. Whereas the presence of puzzles in a resource management game is pointless friction that gets in the way of the actual gameplay (imagine trying to play Civilization if you had to solve a puzzle every turn to get your towns to harvest their resources). Certainly, it’s possible to combine these genres, in the sense that anything is possible, but design is a real thing and you really do have to know what you’re doing.

The thing is, either of these approaches by itself would have been thematically significant. Focusing on resource management would have added to the sense that you’re struggling to restore life to a dying planet, while focusing on the puzzles would have emphasized the relationships between the different plants and the complexity of the ecosystem. The game should have picked a gun and stuck to it. Instead, it tries to walk in two directions are once, and ends up stumbling over its own feet.

mars_resources

In the end, the key that really locks away the game’s potential experience is manual interaction. Pretty much everything in the game requires you to be there poking at it for it to actually work. You have to pick up all the seeds and carry them around yourself. Reproducing plants requires you to sit there and collect the seeds before they roll down into a lava pit or something. One type of creature won’t move unless you chase it, which means it won’t feed itself and its predators will never be able to eat it unless you’re there to bottle-feed them.

Since the setup is that you’re on a mostly-dead planet and it needs some intervention to get going again, it’s appropriate for the game to start by requiring you to jury-rig everything. But if we’re talking about reviving an ecosystem, the goal should obviously be to set things up so that they start working on their own. And this just doesn’t happen. The most blatant example is the water plants again. Clearly, the idea is that these plants have a function in the ecosystem: they hydrate the other plants. So it would make sense if you could arrange the plants such that each water plant can reach as many other plants as possible.

But you can’t really do this; the water plants basically just squirt about randomly, and they may occasionally hit another plant, but the possibility of precision just isn’t there. Furthermore, since you can carry the water seeds around and use them yourself, there’s no reason to even care about this (this is exacerbated by the aforementioned fact that you never actually want to plant the water plants. Design is a system; the parts affect each other). It would make a lot more sense if you just couldn’t use the water seeds to hydrate other plants yourself. That way, you would actually have to organize the environment in an intelligent way instead of just stocking up and then poking everything.

And again, this is not just about gameplay: the real problem is that this doesn’t work for the theme. Nature is very much not about manual intervention being required for every little task to succeed. It would have been quite provocative for the game to ultimately reveal that it’s bigger than you, that once you’ve restored the planet’s functions, the majesty of nature takes over and leaves you as just another insignificant individual creature.

mars_research

If we add all this up, we get to the heart of the matter: Waking Mars thinks it’s a video game. There’s actually a lot of other evidence that makes this even more painfully obvious.

You’ve got a life bar and you can technically “die,” although this will almost never happen and it doesn’t actually do anything regardless, since this isn’t an action game. Despite this, there are a couple of pointless “action sequences” that you have to slog through. There’s even selectable difficulty levels, which aren’t prominent, but still: selectable difficulty levels in general are a sign that you don’t know what you’re doing, and it’s particularly bad when they have nothing to do with what the game is actually about.

You get an achievement for “fully researching” each life form, which is exactly how actual discovery does not work. The essence of discovery is not knowing what’s still out there to find. Crossing items off of a checklist is the opposite of a revelation.

The story is established through tons of bland dialog between two talking heads. This is unnecessary, because, as mentioned, the point of the game is that you’re gradually discovering things for yourself. Pretty much none of the dialogue is at all helpful or interesting (as much as I hate to be snide, the fact that the game credits Wikipedia pretty much tells you everything you need to know about the discourse level, science-wise). Also, a very large amount of the dialogue is from an A.I. with the “joke” that it talks like a poorly coded chatbot, which gets old after about four lines and is also an obvious excuse to avoid having to do any real writing. I will mention that the two human characters in the game are a Chinese man and an African woman, which is nice, except that the former is wooden and pensive while the latter is gabby and emotional. You don’t really get points for diversity when your characters are just flat stereotypes.

Finally, there are “multiple endings” in the usual trivial sense, meaning you can choose between two different cutscenes to view at the end. Oh, you clicked on the right button and got Ending #1? Good job. Here’s your achievement. Now click on the left button so you can get Ending #2. Now you’re done.

Once again, the game had somewhere significant to go here: it could have done its part in correcting the most common misconception about evolution. As no one on the internet is aware, evolution is not a straight line from amoebas to spaceships. It’s convenient to think of things this way, because it means everything just keeps getting better automatically. All we have to do is watch the numbers go up.

But that ain’t how it am. Evolution is about mutual adaption, which means both that different things happen under different conditions and that lots of different things can happen even under the same condition. And since we’ve got a game here that is about restoring an ecosystem based on the interactions between different types of organisms, there should have been different ways for this to happen. There should have been different ways to grow the ecosystems in different areas, resulting in different evolutionary paths which would cause different forms of life to ultimately awaken in each of the endings. Instead, the ending to this game is that you activate an alien artifact and it causes a magical crystal spaceship to shoot up from out of the ground (not exaggerating).

This would have been a significant achievement in gameplay as well. The thing that games are supposed to be good at is modeling rule-based interactions, so evolution is hell of fertile territory to make some games about (in fact, this type of thing was the inspiration for one of the original meaningful games). Games have no right to exist if we can’t create meaning out of a set of rules. Evolution is one of the reasons we know this is possible: we exist because of a specific set of rules that operated under specific conditions. If we can’t make that meaningful, we’re fucked.

And we will continue to be fucked as long as video games continue to rest on their shoddy, decaying laurels. Waking Mars is based on a good idea that could have translated into a truly significant experience. Instead, despite its originality, it degenerates into convention. And while it has its share of design problems, what it ultimately needs is not “better design.” It needs to get woke.

Gamed to death

My post about level ups needs an addendum, as there’s a related issue that’s somewhat more practical. That is, it’s an actual threat.

The concept of power growth can be generalized to the concept of accumulation, the difference being that accumulation doesn’t have to refer to anything. When you’re leveling up in a game, it’s generally for a reason, e.g. you need more HP in order to survive an enemy’s attack or something. Even in traditional games, though, this is not always the case. There are many RPGs where you have like twelve different stats and it’s not clear what half of them even do, yet it’s still satisfying to watch them all go up when you level. This leads many players to pursue “stat maxing” even when there’s no practical application for those stats. Thus, we see that the progression aspect of leveling is actually not needed to engage players. It is enough to provide the opportunity for mere accumulation, a.k.a. watching numbers go up. This might sound very close to literally watching paint dry, but the terrible secret of video games is that people actually enjoy it.

The extreme expression of this problem would be a game that consists only of leveling up, that has no actual gameplay but merely provides the player with the opportunity to watch numbers go up and rewards their “effort” with additional opportunities to watch numbers go up. This game, of course, exists; it’s called FarmVille, it’s been immensely popular and influential and has spawned a wide variety of imitators. The terror is real.

Of course, as its very popularity indicates, FarmVille itself is not the problem. In fact, while FarmVille is often taken to be the dark harbinger of the era of smartphone games, its design can be traced directly back to the traditional games that it supposedly supplanted (the worst trait of “hardcore” gamebros is that they refuse to ever look in the damn mirror). Even in action-focused games such as Diablo II or Resident Evil 4, much of the playtime involves running around and clicking on everything in order to accumulate small amounts of currency and items. While this has a purpose, allowing you to purchase new weapons and other items that help you out during the action segments, it doesn’t have to be implemented this way. You could just get the money automatically whenever you defeat an enemy, as you do in most RPGs. But even in RPGs where this happens, there are still treasures and other collectibles littering the environment. This is a ubiquitous design pattern, and it exists for a reason: because running around and picking up vaguely useful junk is fun.

This pattern goes all the way back to the beginning. Super Mario Bros., for example, had coins; they’re one of the defining aspects of what is basically the ur-text of video games. Again, these coins actually did something (they gave you extra lives, eventually. Getting up to 100 coins in the original Super Mario Bros. is actually surprisingly hard), but again again, this isn’t the actual reason they were there. They were added for a specific design reason: to provide players with guidance. Super Mario Bros. was a brand-new type of game when it came out; the designers knew that they had to make things clear in order to prevent players from getting lost. So one of the things they did was add coins at strategic locations to encourage the player to take certain actions and try to get to certain places. And the reason this works is because collecting coins is fun on its own, even before the player figures out that they’re going to need as many extra lives as they can get.

The coins here are positioned to indicate to the player that they're supposed to jump onto the moving platform to proceed.

And there’s something even more fundamental than collectibles, something that was once synonymous with the concept of video games: score. Back in the days of arcade games, getting a high score was presented as the goal of most games. When you were finished playing, the game would ask you to enter your initials, and then show you your place on the scoreboard, hammering in the idea that this was the point of playing. Naturally, since arcade games were designed to not be “completable,” this was a way of adding motivation to the gameplay. But there’s more to it than that. By assigning different point values to different actions, the designers are implicitly telling the player what they’re supposed to be doing. Scoring is inherently an act of valuation.

In Pac-Man, for example, there are two ways you can use the power pellets: you can get the ghosts off your ass for a minute while you try to clear the maze, or you can hunt the ghosts down while they’re vulnerable. Since the latter is worth more points than anything else, the game is telling you that this is the way you’re supposed to be playing. The reason for this, in this case, is that it’s more fun: chasing the ghosts creates an interesting back-and-forth dynamic, while simply traversing the maze is relatively boring. Inversely, old light-gun games like Area 51 or Time Crisis often had hostages that you were penalized for shooting. In a case like this, the game is telling you what not to do; rather than shooting everything indiscriminately, you were meant to be careful and distinguish between potential targets.

So, in summary, the point of “points” or any other “numbers that go up” is to provide an in-game value system. What, then, does this mean for a game like FarmVille, which consists only of points? It means that such a game has no values. It’s nihilistic. It’s essentially the unironic version of Duchamp’s Fountain. The point of Fountain was that the work itself had no traditional artistic merit; it “counted” as art only because it was presented that way. Similarly, FarmVille is not what you’d normally call a “game,” but it’s presented as one, so it is one. The difference, of course, is that Duchamp was making a rather direct negative point. People weren’t supposed to admire Fountain, they were supposed to go fuck themselves. FarmVille, on the other hand, expects people to genuinely enjoy it. Which they do.

And again, the point is that FarmVille is not an aberration; its nihilism is only the most naked expression of the nihilism inherent in the way modern video games are understood. One game that made this point was Progress Quest, a ruthless satire of the type of gameplay epitomized by FarmVille. In Progress Quest, there is literally no gameplay: you run the application and it just automatically starts making numbers go up. It’s a watching paint dry simulator. The catch is that Progress Quest predates FarmVille by several years (art imitates life, first as satire, then as farce); it was not parodying “degraded” smartphone games, but the popular and successful games of its own time, such as EverQuest, which would become a major influence on almost everything within the mainstream gaming sphere. The call is coming from inside the house.

Because the fact that accumulation is “for” something in a game like Diablo II ultimately amounts to no more than it does for FarmVille. You kill monsters so that you can get slightly better equipment and stats, which you then use to kill slightly stronger monsters and get slightly better equipment again, ad nauseum. It’s the same loop, only more spread out and convoluted; it fakes meaning by disguising itself. In this sense, FarmVille, like Fountain, is to be praised for revealing a simple truth that had become clouded by incestuous self-regard.

There is, of course, a real alternative, which is for games to actually have some kind of aesthetic value, and for that to be the motivation for gameplay. This isn’t hard to understand. Nobody reads a book because they get points for each page they turn; indeed, the person who reads a famous book simply “to have read it” is a figure of mockery. We read books because they offer us experiences that matter. There is nothing stopping video games from providing the same thing.

The catch is that doing this requires a realization that the primary audience for games is currently unwilling to make: that completing a goal in a video game is not a real accomplishment. As games have invested heavily in the establishment of arbitrary goals, they have taken their audience down the rabbit hole with them. Today, we are in position where certain people actually think that being good at video games matters, that the conceptualization of games as skill-based challenges is metaphysically significant (just trust me on this one, there’s evidence for it but you really don’t want to see it). As a result, games have done an end-run around the concept of meaning. Rather than condemning Sisyphus to forever pushing his rock based on the idea the meaningless labor is the worst possible fate, we have instead convinced Sisyphus that pushing the rock is meaningful in the traditional sense; he now toils of his own volition, blissfully (I wish I could take credit for this metaphor, but this guy beat me to it).

This is an understandable mistake. As humans, limited beings seeking meaning in the raw physicality of the universe, we’ve become accustomed to looking for signs that distinguish meaningful labor from mere toil. It is far from an unusual mistake to confuse the sign for the destination. But the truth is that any possible goal (money, popularity, plaudits, power) is also something that we’ve made up. The universe itself provides us with nothing. But this realization does not have to stop us: we can insist on meaning without signs, abandon the word without losing the sense. This is the radical statement that Camus was making when he wrote that “we must imagine Sisyphus happy.” He was advising us to reject this fundamental aspect of our orientation towards reality.

We have not followed his advice. On the contrary, games have embraced their own meaninglessness. The most obvious symptom of this is achievements, which have become ubiquitous in all types of games (the fact that they’re actually built-in to Steam is evidence enough). Achievements are anti-goals, empty tokens that encourage players to perform tasks for no reason other than to have performed them. Many are quite explicit about this; they’re things like “ 1000 more times than you would have to do it to complete the game.” Some achievements are better than this, some even point towards interesting things that add to the gameplay experience, but the point is the principle: that players are expected to perform fully arbitrary tasks and to expect nothing else from games. In light of this, it does not matter whether a game is fun or creative or original or visually appealing. No amount of window dressing can counteract the fact that games are fundamentally meaningless.

If you want a picture of the future of games, imagine a human finger clicking a button and a human eye watching a number go up. Forever.


While renouncing games is a justifiable tactical response to the current situation, it’s not a solution. Games are just a symptom. Game designers aren’t villains, they’re just hacks. They’re doing this stuff because it works; the problem is in people.

Accumulation essentially exploits a glitch in human psychology, similar to gambling (many of these games have an explicit gambling component). It compels people to act against their reason. It’s not at all uncommon these days to hear people talk about how they kept playing a game “past the point where it stopped being fun.” I’m not exactly sure what the source of the problem is. Evolution seems unlikely, as pre-civilized humans wouldn’t have had much opportunity for hoarding-type behavior. Also, the use of numbers themselves seems to be significant, which suggests a post-literate affliction. I suppose the best guess for the culprit would probably be capitalism. Certainly, the concept of currency motivates many people to accumulate it for no practical reason.

Anyway, I promised you a threat, so here it is:

“They are told to forget the ‘poor habits’ they learned at previous jobs, one employee recalled. When they ‘hit the wall’ from the unrelenting pace, there is only one solution: ‘Climb the wall,’ others reported. To be the best Amazonians they can be, they should be guided by the leadership principles, 14 rules inscribed on handy laminated cards. When quizzed days later, those with perfect scores earn a virtual award proclaiming, ‘I’m Peculiar’ — the company’s proud phrase for overturning workplace conventions.”

(Okay real talk I actually didn’t remember the bit about the “virtual award.” I started rereading the article for evidence and it was right there in the second paragraph. I’m starting to get suspicious about how easy these assholes are making this for me.)

What’s notable about this is not that Amazon turned out to be the bad guy. We already knew that, both because of the much worse situation of their warehouse workers and because, you know, it’s a corporation in a capitalist society. What’s important is this:

“[Jeff Bezos] created a technological and retail giant by relying on some of the same impulses: eagerness to tell others how to behave; an instinct for bluntness bordering on confrontation; and an overarching confidence in the power of metrics . . .

Amazon is in the vanguard of where technology wants to take the modern office: more nimble and more productive, but harsher and less forgiving.”

What’s happening in avant-garde workplaces like Amazon is the same thing that’s happened in games. The problem with games was that they weren’t providing any real value, and the problem with work in a capitalist society is that most of it is similarly pointless. The solution in games was to fake meaning, and the solution in work is going to be the same thing.

And, just as it did in games, this tactic is going to succeed:

“[M]ore than a few who fled said they later realized they had become addicted to Amazon’s way of working.

‘A lot of people who work there feel this tension: It’s the greatest place I hate to work,’ said John Rossman, a former executive there who published a book, ‘The Amazon Way.’

. . .

Amazon has rules that are part of its daily language and rituals, used in hiring, cited at meetings and quoted in food-truck lines at lunchtime. Some Amazonians say they teach them to their children.

. . .

‘If you’re a good Amazonian, you become an Amabot,’ said one employee, using a term that means you have become at one with the system.

. . .

[I]n its offices, Amazon uses a self-reinforcing set of management, data and psychological tools to spur its tens of thousands of white-collar employees to do more and more.

. . .

‘I was so addicted to wanting to be successful there. For those of us who went to work there, it was like a drug that we could get self-worth from.’”

It’s only once these people burn out and leave that they’re able to look back and realize they were working for nothing. This is exactly the same phenomenon as staying up all night playing some hack RPG because you got sucked in to the leveling mechanism. It’s mechanical addiction to a fake goal.

The fundamental problem here, of course, is that Amazon isn’t actually trying to make anything other than money. A common apologist argument for capitalism is that economic coercion is required to motivate people to produce things, but this is pretty obviously untrue. First, people have been building shit since long before currency came into the picture; more importantly, it’s obvious just from simple everyday observation that people are motivated to try to do a good job when they feel like they’re working on something that matters, and people slack off and cut corners when they know that what they’re doing is actually bullshit. The problem with work in a capitalist society is that people aren’t fools; the reason employees have to be actively “motivated” is because they know that what they’re doing doesn’t merit motivation.

The focus with Amazon has mostly been on that fact that they’re “mean”; the Times contrasts them with companies like Google that entice employees with lavish benefits rather than psychological bullying. But this difference is largely aesthetic; the reason Google offers benefits such as meals and daycare is because it expects its employees to live at their jobs, just as Amazon does.

As always, it’s important to view the system’s cruelest symptoms not as abnormal but as extra-normative behavior. The reason Amazon does what it does is because it can: it has the kind of monitoring technology required to pull this off and its clout commands the kind of devotion from its employees required to get away with it. Amazon is currently on the cutting edge; as information technology becomes more and more anodyne, this will become less and less the case. Consider that Google’s double-edged beneficence is only possible because Google is richer than fuck, consider the kind of cost-cutting horseshit your company pulls, and then consider the kind of cost-cutting horseshit your company would pull if it had Amazon-like levels of resourcefulness and devotion.

So, while publications like the New York Times are useful for getting the sort of “average” ruling-class perspective on the issues of the day, you have to keep the ideological assumptions of this perspective in mind, which in this case is super easy: the Times assumes that Amazon’s goal of maximizing its “productivity” is a valid and even virtuous one (also, did you notice how they claimed that this is happening because “technology wants” it to happen? Classic pure ideology). All of the article’s hand-wringing is merely about whether Amazon’s particular methods are “too harsh” or “unsustainable.” The truth, obviously, is that corporate growth itself is a bad thing because corporate growth means profit growth and profits are by definition the part of the economy getting sucked out by rich fucks instead of actually being used to produce things for people. This goes double for Amazon specifically, which doesn’t contribute any original functionality of its own, but merely supersedes functionalities already being provided by existing companies in a more profitable fashion.

And this is where things get scary. With video games, the only real threat is that, by locking themselves into their Sisyphean feedback loop, games will become hyper-effective at wasting the time of the kind of people who have that kind of time to waste. Tragic, in a sense, but in another sense we’re talking about people who are making a choice and who are consequently reaping what they’ve sown. But the problem with the economy is that when rich fucks play games, the outcome affects everybody. And when those games are designed against meaning, and all of us are obligated to play in order to survive, what we’re growing is a value system, and what we’re harvesting is nihilism. Bad design is a fate worse than death.

In this vein, I strongly recommend that you get a load of this asshole:

“’In the office of the future,’ said Kris Duggan, chief executive of BetterWorks, a Silicon Valley start-up founded in 2013, ‘you will always know what you are doing and how fast you are doing it. I couldn’t imagine living in a world where I’m supposed to guess what’s important, a world filled with meetings, messages, conference rooms, and at the end of the day I don’t know if I delivered anything meaningful.’”

Can you imagine living in a world where values are determined by humans? It’s getting kind of difficult!

When the situation is this fucked, even the New York Times has its moments:

“Mr. Bohra declined to let any of his employees be interviewed. But he said the work was more focused now, which meant smaller teams taking on bigger workloads.”

You know you’re an asshole when the shit you’re pulling is so blatantly horrific that even the “paper of record” is scoring sick burns on you from behind its veil of ersatz objectivity.


The thing is, when it comes to values, “money” in society has the same function as “score” in video games: it’s a heuristic that maps only loosely onto the thing that it’s actually supposed to represent. Ideally, economic growth would represent the actual human-life-improving aspects of a society, and to an extent, it does. Despite everything, most people really are trying to make the world a decent place to live. But a capitalist society is one where “growth” is pursued for its own sake, where spending a million dollars to feed starving children is just as good as spending that money on car decals, or on incrementally faster smartphones, or on weapons.

This is why you need to watch the fuck out any time someone starts talking about “meritocracy.” The problem with “meritocracy” is the same as the problem with “utilitarianism”: you have to actually define “merit” or “utility,” and that’s the entire question in the first place. With utilitarianism this is less of a problem, since it’s more of a philosophical question and this understanding is usually part of the discussion (also, when utilitarianism was first introduced it was a revolutionary new idea in moral philosophy, it’s just that today it tends to be invoked by people who want to pretend like they’ve solved morality when they actually haven’t even started thinking about it). But the meritocracy people are actually trying to get their system implemented; indeed, they often claim that their “meritocracy” already exists.

To be explicit, the word “meritocracy” is internally inconsistent. Claiming that a society should be a “democracy,” for example, establishes a goal: a society’s rulership should be as representative of the popular will as possible (that is, assuming the word “democracy” is being used in good faith, which is rarely the case). But the concept of “merit” requires a goal in order to be meaningful. It’s trivial to say that society should favor the “best,” because the question is precisely: the best at what? The most creative, or the most efficient? The most compassionate, or the most ruthless? Certainly, our current society, including our corporations, is controlled by people who are the best at something, it’s just that that “something” isn’t what most of us want to promote.

The problem isn’t that these people are hiding their motives; they talk big but they aren’t actually that sophisticated, especially when it comes to philosophy. It’s worse: the problem is that they have no goals in the first place. For all their talk of “disruption,” they are in truth blindly following the value system implicitly established by the set of historical conditions they happen to be operating in (see also: Rand, Ayn). This is necessarily the case for anyone who focuses their life on making money, since money doesn’t actually do anything by itself; it means whatever society says it means. This is why rich fucks tend to turn towards philanthropy, or at least politics: as an attempt to salvage meaning from what they’ve done with their lives. But even then, the only thing they know how to do is to focus on reproducing the conditions of their own success. When gazing into the abyss, all they can see is themselves.

Thus far, the great hope of humanity has lain in the fact that our rulers are perpetually incapable of getting their shit together. The problem is that they no longer have to. If nuclear weapons gave them the ability to destroy the world on accident, information technology has given them the ability to destroy values just as accidentally. A blind, retarded beast is still capable of crushing through sheer weight. The reason achievements in games took off isn’t because anyone designed things that way, it’s because fake-goal-focused games appeal to people, they sell. The reason Amazon seems to be trying to design a dystopian workplace isn’t because of evil mastermindery, it’s simply because they have the resources to pursue their antigoal of corporate growth with full abandon. Indeed, what we mean by “dystopia” is not an ineffective society, it’s a society that is maximally effective towards bad ends. And if capitalists are allowed to define our values by omission, if the empty ideal of “meritocracy” is taken as common sense rather than an abdication of responsibility, if arbitrary achievement has replaced actual experience, then the rough beast’s hour has come round at last; it is slouching toward Silicon Valley to be born.

On the verge

There’s not that much to say about Axiom Verge itself. It’s good. It’s a good Metroid clone. That’s not even a dig or anything; it’s well-designed and it’s fun. And despite the fact that “clone” is the term we use for things like this, there isn’t anything wrong with doing genre work. What’s actually interesting about Axiom Verge, though, isn’t how good of a game it is, but how good of a game it isn’t.

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The first thing that happens in the game is that you’re told to go into a room and pick up a gun. You then use the gun to shoot open the door to the next area. In fact, the next three upgrades you get after that are also weapons. The game proceeds pretty much how you would expect from this introduction: most of the gameplay is shooting things, and the boss battles are all firefights.

Actually, the game is disappointing even in this regard. You get a huge number of different weapons (like seriously way too many. Pro tip: the concept of “minimalism” exists for a reason) with different firing patterns and such, but the vast majority of the time the most effective thing to do is to stick with your default weapon and just mash the fire button as fast as you can. The second boss fight is especially anti-notable in this regard: it occurs after you’ve obtained three new weapons since the first boss, and none of them are useful. You know you’ve got a problem when you’re so into shooting ’em up that you’re failing Game Design 101.

This is especially sad when you remember that what makes the Metroid series notable is precisely not the combat, it’s the exploration. Metroid-style combat that consists of merely shooting at enemies until they go away is boring, which is fine, because it’s not supposed to be the focus of the game. Of course, Axiom Verge is far from the only game to make this mistake; indeed, the Metroid series itself suffers deeply from this problem, which is why Super Metroid is still the only game in the series that’s actually worth talking about. In all this time, not a single game has actually improved upon the aspects of Super Metroid that made it great; few have even competently imitated them.

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And yet, there are two items in Axiom Verge that actually hint at a path forward: the Address Disruptor, which allows you to “hack” certain enemies and objects in order to change their properties, and the Passcode Tool, which allows you to change the basic parameters of the game by discovering and entering certain passwords, which can then be turned on or off at will. Pretty interesting stuff, right? Here’s a fun idea: imagine that, instead of getting a gun first so that you can start shooting things as soon as possible, the first thing you picked up was the Address Disruptor, and instead of merely pointing it at the door and pressing “fire,” you actually had to use it to rearrange the environment in some way to be able to proceed. And then you got the Passcode Tool, and a password that, like, inverted gravity or something, and then you had an entirely different version of the game world to explore. Then imagine an entire game that followed from this introduction.

Go on, give yourself a minute to really think of some neat applications of these ideas. I’ll wait.

. . .

Did you enjoy that? I hope so, because none of the stuff you were imagining is actually in Axiom Verge.

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The Address Disruptor does a couple of neat things. It does not do anything neat with the actual environment, whereupon its only use is to allow traversal though certain passages by revealing platforms or removing walls, exactly as if it were a blue key that opens blue doors. Hacking enemies, though, does provide a few interesting moments. Some turn into platforms, others gain the ability to break through certain walls. There’s even one that directly drops an upgrade when killed in its hacked form. Behaviors like these provide innovative new ways to explore the environment and search for secrets.

Ultimately, though, most of the Disruptor’s effects are combat-based. Fast-moving enemies slow down, enemies that normally chase and latch onto you will instead stay still and shoot at you, armored enemies become vulnerable to standard weaponry. Again, the problem with this is that combat is boring; since your goal is to just get rid of the enemies, their behaviors don’t really matter. You’re merely removing obstacles that are in your path. If hacking them makes them easier to deal with, fine; if it’s easier to just shoot them, that’s fine too.

At least that’s something, though. The Passcode Tool is apparently made out of some sort of alien technology that’s powered entirely by disappointment. There are exactly two types of passwords that you can find in the game: one translates some of the log entries you find, allowing you to read thought-provoking fragments that reveal intriguing details about the game’s complex backstory (sometimes I really wonder why I’m doing this to myself), and the other opens passageways in certain rooms, exactly as if it were a blue key that opens blue doors.

There’s one last point that needs to be made about the aesthetics of these items. They’re both presented as ways for you to “break the game,” and their graphical representations support this. Hacking enemies with the Address Disruptor causes them to appear “glitched,” and the Passcode Tool is basically a Game Genie (remember Game Genie? It’s back, in pog form). Even the game’s own ad copy claims that you can “break the game itself by using glitches to corrupt foes and solve puzzles in the environment.” Of course, this is exactly wrong: because these mechanics have specific, intentional effects and the game is designed around them, they precisely do not “break” the game. This may just seem like a cute reference, but what’s important is that it allows Axiom Verge to pretend to be doing more than it actually is; to make do with cuteness instead of trying for depth. This is the problem of mere cleverness.

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So, since I already used the “kill yr idols” conclusion, let’s try something else. Axiom Verge is science-themed. The player character is a theoretical physicist (uh, I think. He works in a “laser lab,” anyway), and your equipment’s ability to alter reality is implied to come from the development and application of a “Theory of Everything.” What I’m going to suggest is that Axiom Verge ought to have followed its theme.

As mentioned, the game is a more combat-focused version of the basic Metroid design, “combat” in this case meaning that there are “enemies” whose only purpose is to be obstacles to your progress, and you get them out of the way by “attacking” them enough to get rid of them while avoiding their own attacks on you. This is very much not what science is like. Science (when done well), is about open-mindedness, collaboration, experimentation, careful observation, and even tedious rigor. Of course, I’m not claiming that the game should have tried to implement a complete representation of the scientific method, but I am claiming that it could easily have done better than implementing the exact opposite.

And here’s what’s interesting: the basic explorative gameplay of Metroid is actually already fairly science-like. You have to stay open-minded and look for alternative routes in order to successfully navigate the environment. You have to experiment to understand how your tools interact with the game world. You have to make careful observations to find likely locations of hidden areas. Sometimes you even have to tediously check every possible wall for a hidden passage. Axiom Verge, with its claimed ability to allow you to alter the environment via the Address Disruptor and change the basic nature of the game with the Passcode Tool, should have been able to do even better than this; it should have been a step forward. Instead, it does the easy thing and slaps a bunch more guns onto a basic design template. It retreats from the game it ought to have been.

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The third boss fight provides some insight into how things could have worked. The boss is a giant, screen-filling monstrosity that throws multiple simultaneous attacks at you, and if you try to fight it via the standard dodging-and-shooting approach, you’re totally doomed. Instead, you have to use the Address Disruptor to reveal more platforms in the area that both block some of the boss’s attacks and provide you with more advantageous positions from which to attack (it’s over once you have the high ground). This is a great example of how a boss fight can rely on thought and planning rather than reflexes and button mashing. And it shows that, even with just the tools that Axiom Verge already has, there could have been an entire game that worked this way.

This is the real significance of the fact that Axiom Verge is a Metroid clone. Starting from the basic Metroid design and then adding enough “innovative” ideas to make the game “original” is exactly the wrong approach. The clearest example of this mistake is the Remote Drone, which is used to move through narrow passages in exactly the same way as Metroid’s Morph Ball. Its look and feel are slightly different, which guarantees that clueless reviewers will praise it for “originality,” but the actual function of the item is exactly the same. Certainly, when one considers the possible applications of a remote-controlled robot in the context of scientific exploration, one can easily imagine several more interesting alternatives.

The better approach, then, is to start with a theme, something that you actually want the game to convey, and then use whatever aspects of existing designs are useful for doing so. Even if this results in a pure genre game, it’ll be one that matters for its own sake, that isn’t merely a representative of its category. This is part of the deep problem that video games have with insularity: they’re only judged against themselves. A different version of a game that’s already been judged “good” is therefore necessarily also “good.” But this doesn’t give anyone who doesn’t already like this type of game any reason to care about it; indeed, it doesn’t give the game a right to exist when someone else has already done it better. The reason nobody has to make any excuses when some new band comes out sounding like the Ramones is because it’s taken for granted that music is a way to express something; we expect it to stand up to judgment on our own terms. This is not currently the case for video games.

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You got a new weapon

Leveling up is the worst mechanic in video games. Naturally, it’s also one of the most popular. From a design perspective, it’s useless at best and counterproductive at worst. From an aesthetic perspective, it’s actively evil.

Let’s start by clarifying what it is we’re talking about. Leveling up is about advancement through your in-game capabilities increasing, as opposed to your abilities as a player. There’s no such concept in a game like Super Mario Bros., where Mario’s abilities are the same throughout the entire game. While there are power-ups that can temporarily increase your abilities, these are situational upgrades rather than a persistent part of Mario’s character.

In Mega Man, on the other hand, the abilities that Mega Man gains by defeating each boss become part of his permanent arsenal. By the end of the game, Mega Man is much more capable than he was at the beginning. Indeed, if you’re having a hard time against one of the bosses in a Mega Man game, one way to proceed is to defeat a different boss in order to get their weapon, and then use it against the boss you’re having trouble on. In this way, the player can advance without actually getting better at the game. Not that this is necessarily a problem; having a variety of challenges available is a good way to keep the player from getting stuck, and they’ll presumably get better at the game naturally as long as they have the opportunity to keep trying.

This still isn’t really what we’re talking about, though, because Mega Man’s weapons are new abilities: they make him more capable, but not necessarily more powerful. There may be situations in which a new weapon isn’t actually useful. Not only that, but the player has to learn what each weapon is good for and decide when to use it, so in that sense these upgrades actually make the game more complicated to play. What we really mean by “level ups” is a general increase in power rather than a specific increase in capabilities. In Super Metroid, for example, Samus can collect energy tanks to increase her endurance, new suits to reduce the amount of damage she takes, or new beams that are strictly superior versions of her existing beam (as opposed to separate weapons in the way that Mega Man’s are). All of these are what you might think of as “background” upgrades; they make the game easier without providing the player with any new options. Of course, Super Metroid also has plenty of upgrades that do actually give Samus new abilities; there’s a clear distinction between upgrades that allow you to do new things and upgrades which are mere improvements.

Thus, we can draw a distinction between two concepts which are often conflated: skill growth and power growth. The first allows the player to do new things, resulting in increased gameplay options and possibly even increased difficulty, while the second makes the things that the player can already do more effective, resulting in a mere decrease in difficulty.

You may have noticed that I’ve deliberately avoided using any examples for the genre that is actually about level ups: RPGs. The problem with RPGs is that the concept of leveling up is so baked-in to the basic formula that it’s very difficult to separate out the relevant concepts. It’s typical for a “level” in an RPG to refer to everything at once: all of your character’s parameters increase, and you also learn new abilities, and your abilities also get stronger without actually doing anything different. Plus there’s things like new equipment, which sometimes gives you a mere power increase, or sometimes gives you what looks like an ability but is actually just a power increase (such as “increased critical hit rate” or “extra damage against dragons”), and sometimes actually gives you new options (such as a staff that regenerates your MP but can’t be used to attack). The point is that RPG design is generally a mess and what I’m taking aim at here is not everything that gets called a “level up” but the specific concept of general power growth.

Skill growth isn’t a problem; indeed, it’s easy to see why it’s an effective mechanic. In games like Mega Man and Super Metroid, skill growth is used to ease the player into the game. The player starts with only the basic abilities, allowing them to get a handle on the fundamentals, and then, with a foundation established, learn to use the new abilities one at a time. Giving the player all the abilities at the outset would be overwhelming; it would actually make the game harder to play. Furthermore, since each skill has a specific function, the process of gaining skills itself can be strategic. In Mega Man, as mentioned, you might try to gain a specific weapon for the purpose of defeating a specific boss. In this way, the player can chart their own path through the game based on an understanding of what capabilities they need to have in order to perform certain tasks (and Mega Man is really the simplest possible example here; a game that utilized this sort of progression in a meaningful way would really be something).

Power growth offers none of these advantages and also contains several drawbacks. The basic problem is that power growth adds nothing to the gameplay. Attacking a monster and dealing 50 damage is exactly the same operation as attacking it and dealing 500 damage. Furthermore, since the game’s challenges have to get harder to compensate for the player’s increased power, there’s not even any practical effect from leveling up. If a monster has 500 HP and you deal 50 damage per hit, you need to hit it 10 times to win. If, after leveling up and moving to a harder area, a new monster has 5000 HP and you’re dealing 500 damage, the situation is exactly the same. It looks different, but the actual actions you’re taking are identical to what they were before. In this way, RPGs often confuse the issue by offering a lot of flash that makes it look like something is going on when you’re actually just using the exact same tactics in every encounter. Thus, level ups often conceal a lack of actual gameplay.

It’s worse than that, though, because power growth can actually cannibalize real gameplay. For example, say you’re up against a boss that counters any physical attacks you hit it with, so instead you need to beat it with magic attacks. But suppose you’ve leveled up enough that the counterattacks aren’t strong enough to stop you. You can just blithely bash away with physical attacks and win anyway; you don’t actually have to learn the boss’s characteristics or how to deal with them. You don’t actually have to play the game.

The reason for this problem is that challenge relies on balance. To illustrate this, consider a boss battle from any Mega Man game. If you’re not familiar, they look like this:

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See those two bars? One of them is Mega Man’s health meter, and one of them is Guts Man’s. When Mega Man hits Guts Man, Guts Man’s health goes down by a certain amount, and vice versa. The fact that both bars are visibly the same size makes the situation admirably clear: the difficulty of the battle is based on the ratio of the amount of damage Mega Man deals to Guts Man to the damage he takes from Guts Man’s attacks. If Mega Man has a weapon that is highly effective against Guts Man (that’d be Bomb Man’s weapon), he might be able to win by just shooting repeatedly and not bothering to avoid any of Guts Man’s attacks. The player doesn’t have to learn anything at all; the battle becomes trivially easy. On the other hand, if Mega Man does very little damage compared to how much he takes from each hit, he may have to avoid almost all of Guts Man’s attacks in order to have a chance. The player may have a hard time even after learning how to effectively dodge most of the boss’s attacks; the battle becomes excruciatingly hard. A well-designed boss battle will have a damage ratio that puts it between these two extremes: with the correct weapon, the battle should be easy but not trivial; without it, the battle should be challenging but doable for a moderately skilled player.

But if the player can increase Mega Man’s overall power by “leveling up,” then they’re in control of the damage ratio (intentionally or otherwise), which means the actual design of the battle goes out the window. If you’re having a hard time against a boss, you have no idea whether it’s because there’s something about the gameplay you have yet to learn or whether you just haven’t leveled enough. If you’ve leveled too much, you’ll just blaze through and miss the opportunity to learn anything. In this situation, the developer has in effect abdicated their responsibility to design a meaningful encounter, instead obligating the player to “guess” what level they need to be at in order to have a good experience (the extent to which game designers often seem to be looking for any possible excuse to avoid actually designing their games is rather disheartening; see also “procedurally generated levels” as a selling point).

But it’s not just that power growth sucks, it’s also that it’s totally clowned by its cooler, more attractive cousin: skill growth. Skill growth does everything power growth can do and more, and it looks good doing it. This is easy to understand if we look at a game that uses both mechanics, but cleanly separates them so that they can be analyzed individually. That game is Final Fantasy Tactics. Whenever one of your characters takes an action, they grow in two ways: they gain Experience, which eventually levels them up in the power growth sense, and they gain Job Points, which can be used to purchase new abilities. If you play the game with this in mind, it will quickly become apparent that Experience is completely boring. It gradually accumulates and makes you stronger and you never actually think or worry about it in any way. Trying to pay attention to it is like watching someone else run on a treadmill.

Conversely, Job Points are not only interesting, they’re also awesome and basically the entire point of the game. There are several reasons for this. The most obvious is that getting new abilities is fun and interesting. A new ability allows you to do something new in battle, and since Final Fantasy Tactics is pretty well designed, new abilities are generally distinctive: they allow you to do a new type of thing rather than just being a different version of something you can already do. Another reason is that you get to choose which abilities to get, so you can make a plan about how your team is going to work and design the kind of characters that you think will be effective, or creative, or challenging, or even just fun. Thus, we get the same sense of character advancement that power growth offers, but in a way that’s both interesting and conducive to actual gameplay.

Finally, the act of gaining Job Points itself also involves a choice, because each character only gains Job Points for the class they are currently using (pedantic caveat: not actually true, but close enough). So if you want to, for example, make a White Mage that can also use Time Magic, you have to decide when you can allow the character to train in the Time Mage class and when you’re going to need them as a White Mage. And this isn’t an isolated decision, because you have other team members with the same dynamic; if one of them is training as a White Mage, the others are free to do something else. Thus, there’s an interesting tension between growing your characters for the long term and winning each battle in the short term; unlike with Experience, you don’t just get everything for free.

What all this adds up to is that you could completely excise the concept of Experience from Final Fantasy Tactics and you would lose absolutely none of what makes the game good. So from a design perspective the solution to power growth is pretty simple: just say no. Pick a power level and design your game around that. If you want to provide a couple of options for the player to make things easier or harder for themselves, that’s fine, but these ought to be explicit choices rather than just something that happens as you play the game. Furthermore, the limits of these options need to be designed appropriately in order to provide an experience that’s still meaningful even when it’s a little easier or harder.

Gameplay isn’t everything, though. The actual purpose of levels is, of course, aesthetic. They represent a character’s growth over the course of the story. If you’re making a game with a Hero’s Journey type of story, where the main character starts off as some nobody and goes through some trials and stuff and becomes powerful enough to save the day, using level ups to gradually increase the character’s attributes is a great way to represent that, even if it doesn’t actually change the gameplay.

The problem with this is that the Hero’s Journey is a bunch of fucking horseshit. Real things don’t actually happen because of some guy who’s just so strong and smart and powerful that he can defeat all the bad evil forces and make things nice and peaceful for everybody. That’s not how the real world works. It is, rather, how the rulers of an oppressive, hierarchical society want you to think the world works, because it justifies existing power structures.

For example, the jobs of a CEO and a janitor are so different that they can’t be meaningfully compared in terms of value. But we accept that a CEO should have higher pay than a janitor because we consider it to be a “higher level” job. If we instead view these two jobs are merely two different sets of skills, both of which are required for a company to operate, then the justification for not merely “outsized” CEO pay but for any pay discrepancy at all vanishes.

The truth is that the world works the way it does as a result of specific abilities that people have. The members of the ruling class are not better than you. The reason rich fucks are rich is that they’re good at the specific things that our society rewards. Warren Buffett, who is certainly one of our more self-aware rich fucks, has made precisely this point with regard to himself:

“I happen to have a talent for allocating capital. But my ability to use that talent is completely dependent on the society I was born into. If I’d been born into a tribe of hunters, this talent of mine would be pretty worthless. I can’t run very fast. I’m not particularly strong. I’d probably end up as some wild animal’s dinner.
But I was lucky enough to be born in a time and place where society values my talent, and gave me a good education to develop that talent, and set up the laws and the financial system to let me do what I love doing — and make a lot of money doing it. The least I can do is help pay for all that.”

In other words, there’s no actual justification for someone like Buffett being rich. It’s just how things happen to be set up at the moment. Those who are invested in maintaining our current level of injustice want you to believe that the people on top of our society are there because they deserve it, because they’re just better. But they aren’t, and they don’t.

This isn’t just about rich fucks, either. The same analysis applies to the rest of us. The big paradox of justice in the internet years has been that, while the internet has been an incredible boon to the spread of anti-oppression ideologies, it has resulted in very little structural change. Marginalized people have more opportunity than ever to have their voices heard, and inconvenient ideas no longer require official channels for dissemination. At the same time, economic inequality has been steadily worsening and social progress has largely stalled out. The unfortunate truth is that “power” in the form of large numbers of people agreeing on the internet does not actually accomplish anything. What internet activists often fail to realize is that we are not dealing with some sort of cosmic scale, where we just have to put all of our weight on one side to move it. We are dealing with a specific socio-historical situation and specific sorts of actions are required to affect it. Of course, if I had any idea what these actions were, I’d be doing something a little more productive than blogging about game mechanics. But the least we can do is let go of the false hope that says that everything will work out as long as we care hard enough.

And this is where things get really interesting, because not only is there actually a game mechanic that can convey this in a way that’s applicable to the real world, but it’s precisely the good aspect of leveling up that we were just talking about: it’s skill growth. Pretty crazy coincidence, right? The alternative to power growth that’s better for gameplay just so happens to also be the alternative that’s compatible with justice. Except no shit, because it’s obviously not a coincidence, because good design is the same thing as meaningful existence.

Against cleverness

Undertale is an extremely clever game.

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Aesthetically, Undertale appears to inhabit the sort of campy retro territory that’s so popular these days, but in this case it isn’t just a pointless exercise in nostalgia – it’s actually a feint. The game is full of effects that go beyond its apparent technological level, and that contrast makes them all the more striking. Boss battles in particular are totally unconstrained by what appear to be the parameters of the battle system, making each one its own unique experience.

Similarly, while the game is extremely cartoonish, the writing is really good. There’s too much dialogue overall, but the characters are grounded in relatable traits that make them feel like real (albeit exaggerated) people. The downside is that the plot falls into the common video game trap of just throwing details around as opposed to actually telling a story. Most of the backstory is just posted on signs throughout the game (seriously, think about how little sense this makes), and by the end there are literally just monsters showing up out of nowhere just to exposit the remaining information at you.

A story isn’t just a collection of plot details; the way in which the information is presented to the player matters. For example, there’s a log entry (motherfuckers love log entries for some reason) late in the game that just reads “no no no no NO,” which is obviously supposed to convey that something has gone horribly wrong. But this doesn’t make any sense: under what circumstances would somebody actually write something like that down? Things like this are just a cheap way of establishing a generic, recognizable situation. While they succeed at conveying the basic details of the plot, they lack the verisimilitude required to make the player feel something about it.

Relatedly, Undertale is a comedy that has a serious ending, which is something you can do, but in this case the pacing is completely backwards. It starts off relatively serious and then suddenly becomes completely zany, and it keeps piling on the zaniness as you progress. This has the unfortunate consequence that, as the boss battles become more complex and interesting, they also become less relevant to the story, making the clever mechanics feel like pointless flash. In the end, the game suddenly swerves back into seriousness just in time for the final conflict, making the drama of the ending feel largely unearned.

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The reason Undertale matters is that it’s an RPG where you never have to kill anything. It’s deeply sad that this sort of thing is still notable, but it’s really important: the set of stories that you can tell by wandering around and killing things is very limited, and few of them are stories that are going to matter to anyone.

The game pretends to have normal random battles, but there’s a set of nonviolent actions you can perform related to each enemy, and finding the correct combination of actions will allow you to resolve the conflict peacefully. For example, if you’re being attacked by a dog monster, you can play fetch with it and then pet it to calm it down. Also, there’s one battle you can resolve by getting two bros to admit that they’re gay for each other, so that’s pretty great. Resolving battles peacefully earns you money but no levels, which means you can buy the healing items you’ll need but you’ll remain a Level 1 weakling for the entire game.

The problem with the battle mechanics is that they’re completely shallow. Instead of clicking “attack,” you click “hug,” and the battle’s over just as easily. In fact, while Undertale looks like an RPG, that’s really just the framework; you don’t have any abilities or anything, so there’s no actual RPG gameplay. Instead, enemy attacks are represented as shoot-em-up-like bullet patterns that you have to avoid by moving around. Not that there’s anything wrong with this; the fact that you have to sit there and weather the enemy’s attacks while trying to convince them not to fight is a pretty decent representation of what doing pacifism is like. Boss battles in particular force you to endure wave after wave of complex attacks, making them feel like real ordeals.

The part that’s a problem is the fact that you’re never making any real choices. While you do technically have the choice to kill each enemy you meet, there’s no reason to ever consider doing so. Because winning nonviolently is so easy, and because committing to nonviolence never prevents you from doing anything, the choice has no weight. There are a lot of things that could have been done about this. There could be paths you can’t take or items that you can’t get without fighting. There could be battles where you have to sacrifice something to avoid violence. There could be enemies that are too strong for you to handle – even nonviolently – if you haven’t already leveled up by fighting.

Thus, while Undertale finds a number of clever ways to portray nonviolent conflict resolution, it doesn’t find any that are actually interesting. This is where old-fashioned RPG mechanics could really have helped. If Undertale had the sort of complex array of interlocking abilities that a normal RPG about killing things has, it could have made nonviolent gameplay interesting. Instead, all it offers is a mere choice: select either Use Violence or Don’t Use Violence from the menu.

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This isn’t just a point about game mechanics, because Undertale‘s story is ultimately just as shallow as its gameplay. This is not a coincidence. Putting the required effort into making the mechanics of nonviolence deep rather than cute would have required thinking about how nonviolence actually works (or doesn’t), which would have allowed for a story that was similarly deep. Instead, we get a completely generic happy ending where the villain-with-a-tragic-backstory is defeated/redeemed by Magical Friendship Power, and everyone lives happily ever after. The end.

As a matter of fact, the final battle is ripped more-or-less directly from Earthbound, and the result is that the ending is just as hokey as Earthbound‘s. The problem is that, in Earthbound, that was the point; Earthbound was a weird sort of kids’ game. Undertale, however, has a dramatic backstory that it expects you to take seriously, and the development of this story seems to be leading up to a cynical conclusion about the limits of nonviolence. Indeed, the final conflict begins out of sheer necessity: the way things are set up, either you or the last boss has to die, even though neither of you wants to fight.

Undertale even ups the ante with some pretty extreme fourth-wall breaking, implying not only that an easy resolution is impossible, but that you, the player, are a fool for expecting that everything will work out just because you meant well and tried your best. Immediately after this, the final battle happens on autopilot and you win. Thus, it’s specifically the game’s cleverness that makes it feel fake; the game self-awarely taunts you for expecting a “happy ending,” and then gives you one that has no complications.

The reason this matters is that it’s not how things work in real life. The idea that you can follow a simple set of rules and then just sit around hoping for a happy ending is the exact opposite of how reality works. It is actually possible to overcome things that are stronger than you, but doing so isn’t a matter of purity, it’s a matter of complexity. You have to figure out complicated situations and take specific actions in order to make things happen; whether you’re a “good person” isn’t relevant to the operation of the universe. This is exactly the sort of thing that games should be able to express through mechanics, and yet all we ever get are these fake final battles where you keep selecting “hope” from the menu until you automatically win.

Despite this, there is one place where Undertale‘s self-awareness gets interesting. If you want to play again after getting the real ending, the game will actually discourage you from doing so, on the grounds that you’d be “resetting” the happy ending for your own enjoyment, which was the specific motivation of the game’s villain. This is significant because it’s an implication that basically no other video game has: rather than encouraging you to obsessively waste your time playing the game over and over again, courting every minor secret and making every possible choice just to see what happens, Undertale suggests that it’s better to do the right thing once and then leave well enough alone.

The downside to this is that, y’know, games aren’t real. It doesn’t actually matter whether a bunch of fictional characters get a happy ending or not. What makes a game (or anything else) matter is whether you, the person who experienced it, got anything out of it; whether you’re a different person after experiencing it. And if the only thing the game has to say is that nonviolence is nice and the only thing it ultimately has to offer is a facile happy ending, then the unavoidable implication is that you didn’t, and you’re not.

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The problem with cleverness is that it makes you feel like you’ve hit on something important, regardless of whether you actually have. The jolt of insight it gives you is easily mistaken for significance, when it might be nothing more than noticing a reference. Undertale offers a very clear example of this problem that pervades the entire game. In the intro area, the game appears to be parodying the standard video game progression mechanic of walking in a straight line and occasionally solving an arbitrary puzzle. There’s one part where merely walking down a long hallway is comically presented as a challenge, and another where a character literally holds your hand through a trivially easy puzzle. After the intro area, having established all of this, you then progress through the rest of the game by . . . walking in a straight line and occasionally solving an arbitrary puzzle. The only difference is that you, as the player, now feel like you’re in on the joke. The game is clever enough to make fun of this, but not smart enough to come up with anything better.

This is the same problem that the mechanics have. The problem with standard violent game mechanics isn’t just that they make light of killing (though that is obviously a serious problem), it’s that they’re banal. RPGs in particular rarely require much more than just selecting the “Attack” command over and over and occasionally healing. The fact that you have a bunch of different fancy attacks – as well as the mere fact that you have to select the commands yourself – makes you feel like you’re making decisions and doing something, when you’re really just acting out a very simple script. And in this regard, Undertale is no better than what it’s reacting to. The fact that the commands you’re selecting have different names that amount to cute little jokes doesn’t change the fact that playing the game requires very little thought. The cleverness of the presentation masks the hollowness of the actual mechanics.

Finally, this is also the problem that the story’s theme of nonviolence has. With all of its jokes and twists and fourth-wall breaking, as well as the fact that it’s presenting an obvious alternative to standard RPG gameplay that has somehow not been seriously pursued in 30 years, Undertale seems like it has something of significance to say. But when it comes down to it, when it’s the final battle and everything’s on the line, the game has nothing to offer but the same trite conclusion we’ve seen countless times before. During the epilogue, someone does point out that “not everything can be resolved by just being nice.” That seems like it would have some pretty big implications for the choice of whether or not to use violence, right? And yet, other than this one line of dialogue, nothing that acknowledges this very basic point is actually in the game. For all of its cleverness, Undertale has nothing to say about violence.

As just one idea, imagine if the final boss were implacably violent and you had to kill it no matter what (and that Magical Friendship Power was not an option). Imagine you went though the entire game at Level 1, feeling proud of yourself for being such a good person and not hurting anything, only to discover that being such a weak loser makes it impossible for you to win. Imagine you then had to go through the game again, making hard decisions about where to earn the minimum amount of experience needed to beat the last boss, agonizing over every decision about who to spare and who to kill. And, of course, the more you leveled, the easier the last boss would become, giving you an actual motive to use violence that you would actually have to resist. A framework like this (again, just one example) would have allowed the game to require real thought on the part of the player, and to have a point.

There’s one instance where Undertale goes beyond being simplistic and becomes offensively bad. Towards the end of the game, a character appears out of nowhere to give you a big didactic speech about how the standard RPG concepts of “experience” and “levels” actually represent your capacity for violence. This explained in pretty much the stupidest way possible: by making the terms acronyms that stand for bad things. In addition to the obvious fact that making up an acronym does not amount to making an argument, this sort of thing is exactly why the “show, don’t tell” rule exists. The entire game was available to show you how the ability to use violence can tempt you into making bad choices, but no such thing ever happens. There’s nothing that even mildly dissuades you from just picking the nonviolent option from the menu in every encounter. Really, the problem is that the entire game is ultimately just a better-presented version of this speech. In that sense, it’s actually kind of nice that this bit is included, because it’s a crystal clear example of how you can be clever while also being spectacularly dumb.

The reason this is all so disappointing is because Undertale, for just a moment, made me genuinely nervous. When the game got to the point where it appeared to be subverting its own banal message, I was actually worried that I might end up having to make a hard choice, and that I might fuck something up. But I had nothing to worry about. The game wasn’t challenging me or putting anything on the line. It was just being clever.

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The thing about all of this is that Undertale is a really good game. The problem is not that it “could be better”; the problem is precisely that it seems to have done the best it could. And given the way that its limitations are a direct result of its idolization of its predecessors, it would seem that the whole enhanced-retro aesthetic isn’t so harmless after all.

The good news is that there are other options besides making clever updates to 20-year-old games. There is, in fact, a well-established alternative with a pretty good track record. Kill yr idols.

Not painful enough

LISA is the first game I’ve actually cared about in a while. This isn’t entirely a good thing.

lisa_outsideLISA is a traditional RPG set in a post-apocalyptic wasteland where all the women are dead. Naturally, the men have been reduced to basically murdering each other and masturbating until humanity ends. One day, a middle-aged drug addict named Brad stumbles upon a baby girl in the middle of nowhere and decides to do something with his life by keeping her safe. Eventually the girl, whom Brad names “Buddy” out of a total lack of imagination, hits puberty and also gets kidnapped, at which point all hell obviously breaks loose.

The game blatantly apes Earthbound in terms of aesthetics, except that the tone is inverted: Earthbound is a goofy kids’ game with an undercurrent of horror, while LISA is an unrelenting hellscape with just enough levity to keep it from taking itself too seriously. This works pretty well most of the time, but you get the annoying sense that the game was designed by two people: one thoughtful person sincerely trying to create an atmosphere of realistic-yet-absurd bleakness, and one obnoxious 14-year-old trying to cram in as much edginess as possible. There are a bunch of pathetically immature bits like a guy’s hair being shaped into a middle finger or a bunch of orphans getting set on fire for no reason. In the worst bit, which goes beyond embarrassing into actively immoral, a male rape victim is treated as a punchline.

What’s really annoying about all of this is that the game does much better most of the time. Overall, the setting and characters are deftly sketched using a minimal amount of dialogue. For example, the currency of the all-male world is porno mags, which is a joke that only works because the game never draws attention to it; everyone just talks about it like it’s the way things are. There’s a particularly good scene where you encounter a brothel run by a gang of drag queens, which is exactly what would happen in a wasteland with no women, and they’re presented realistically. The basic absurdity of the situation is there, but it’s not treated like a joke. They have a community, they don’t take shit from people trying to screw with them, and one of them can even join your party.

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The one thing the game does really well, and the thing that ultimately makes it worth playing, is the way it portrays the cycle of abuse. Brad isn’t just a drug addict; he uses painkillers to repress the memories of his abusive childhood. The game opens with a vignette of Brad’s childhood that instantly creates sympathy for him, even though we barely learn anything else about him. This makes his decision to protect Buddy come across as especially heroic: he’s giving her the support that he never had.

As the game goes on, though, we start to get a clearer picture of what kind of person Brad really is. The first time Brad re-encounters Buddy after her kidnapping, she blows him off. It’s surprising that she would reject the one person trying to help her, until you think about things from her perspective. Brad basically kept her imprisoned in a basement for her entire life, and his only goal is to drag her back down there. Brad’s total unresponsiveness to anything Buddy has to say for herself makes it clear that his real motive isn’t to help her, but to absolve his own guilt over his sister’s death from their father’s abuse. Furthermore, the only thing Brad actually does in the game is kill people. At first this just seems like typical RPG laziness, but it comes to a head at the end, when Brad murders an entire group of people who are trying to protect Buddy. Brad’s self-absorption in his own pain prevents him from cooperating with anyone; he cares less about Buddy’s safety than about making sure that he himself is the one who saves her.

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What’s really great about this is that it isn’t portrayed as the sort of lazy plot twist where it turns out you were the villain all along! Brad’s actions are entirely consistent throughout the game; the player gradually comes to a greater understanding of the kind of person Brad is though the situations he encounters rather than through a Shocking Revelation. For example, at the beginning of the game, Brad’s friends suggest turning Buddy over to one of the local gang lords. At first, it seems like they’re being selfish and trying to cash in, and Brad’s rejection of the plan comes off as principled. But we eventually encounter that gang lord, and it turns out he both has a ton of resources at his disposal and is basically the last honest man. Going to him with Buddy would have been exactly the correct move. But Brad can’t see that, because he’s completely obsessed with “redeeming” himself from his own trauma.

Thus, we not only see that Brad is ultimately a bad person despite his good intentions, but we understand why he’s like that. First, because his trauma is such an overwhelming presence in his life, everything he does is a response to it. Brad’s father beat and neglected him, so in order for Brad to be better than his father, he has to keep Buddy perfectly safe. Second, the only thing Brad ever learned as a child was violence, so that’s how he responds to all of his problems. He keeps Buddy locked up by force, and anyone who gets between him and keeping Buddy locked up gets murdered. Because Brad is obsessed with “overcoming” his abuse rather than doing the right thing, and because he doesn’t have the tools to act morally, he ends up becoming exactly what he hated.

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This theme is deepened by the concluding chapter, where Buddy becomes the player character. We start out even more sympathetic to her than we were to Brad, because of everything she’s been though and because she’s actually innocent. But Brad’s controlling upbringing was just another form of abuse, and it left Buddy with the same problem: her only motivation is “overcoming” her abuse. In this case, that means rejecting safety and living independently. She’s so obsessed with this goal that she rejects anyone who tries to help her stay safe (well, the one person; it’s not an upbeat game), and she ends up alone. She also shares Brad’s other problem: the only thing she knows is violence. The one thing Brad actually taught her was how to kill in self-defense, so that’s what she does. She has to be independent, and the only way she knows how to do that is to kill anyone who could possibly be a threat to her.

Unfortunately, all this only occupies a small fraction of the game. A lot of the playing time is taken up by typical video game filler scenes where you just go into some random area and fight a bunch of generic enemies. By the last chapter, this devolves into a completely generic “go kill these four bosses in order to open up the next area” situation.

There’s also a Mysterious Backstory about the mad science project that created the super-drug that Brad and most of the post-apocalyptic population are addicted to, and probably caused the apocalypse itself, somehow. To its credit, LISA doesn’t offer any explanation as to how the apocalypse happened, which is exactly the correct way to handle this type of story element. Unfortunately, there is a whole plotline involving one of the scientists on the project and his plan to take over the world!, which has nothing to do with the important parts of the story and is really just not that interesting.

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And then there’s the gameplay, which, unfortunately, is the other way that LISA mimics Earthbound: all of its creative atmosphere is stapled on to a Dragon Quest clone. There’s a wide variety of party members available with distinctive abilities, but all you really need is damage output and occasionally stunning capability; even healing isn’t that important. So while there are a few things to play around with, it ultimately doesn’t matter much who you’re using. Furthermore, there are basically no interesting enemies in the game. Everything just throws damage at you, so the same tactics work in basically every battle. The result is a game that is superficially unconventional but plays like a standard RPG slog.

There are, however, a number of interesting mechanics on top of the bare-bones structure, the most interesting of which is Brad’s drug addiction. Brad will occasionally go into withdrawal, which severely weakens him in combat. Since he’s generally your strongest guy, this is a big deal. Withdrawal can be overcome by toughing it out . . . or by taking some drugs.

Interestingly, this is almost exactly the same as Earthbound‘s homesickness mechanic, which would randomly weaken Ness, who was also your strongest character. But the effect of the mechanic in each game is completely different. In Earthbound, homesickness is a reminder that, despite Ness’s extreme power, he’s still just a kid, his family is important to him, and he has to rely on his friends sometimes. In LISA, Brad’s drug addiction is a reminder that he’s a huge loser.

The drug in question, Joy, is, as mentioned, a sci-fi super-drug which turns Brad into a total killing machine when used. So the good thing about this is that refraining from taking the drug has a real cost: it makes the game a lot harder. Joy is also a limited resource, so even if you’re willing to use it, you have to be careful with it. Unfortunately, the choice doesn’t really amount to anything. If you stay off the drug, a few lines of dialogue throughout the game are different, and you get a bonus Mysterious Plot Revelation scene at the end. The fact that the choice isn’t integrated with anything else in the game makes it ultimately nothing more than a motivation to play the game twice.

Speaking of limited resources, the game has a general lack of grinding which is very effective at keeping your overall resources limited, as well as being less boring. Not only is this good for gameplay, but it fits the setting: it’s the apocalypse, so it’s only natural that you’re making hard choices about which mundane items will be the most helpful. Unfortunately, there are actually a few spots where you can grind, which totally kills the effect. This is why it’s important to figure out what your game is intended to do and commit to it rather than throwing in genre conventions just because they’re genre conventions.

One particularly interesting resource is firebombs. These are strictly limited, and they’re very powerful. They deal major damage to all enemies in a battle, which is especially significant because there are very few other all-enemy attacks in the game. Theoretically, using firebombs allows you to win otherwise impossible battles. In practice, this only happens once: there’s a part early in the game where a gang tries to extort you, and you have the option of fighting them. Since there’s a lot of them and they can stun you, it’s very difficult to win, unless you use firebombs to take them all out quickly. This encounter has no real consequences, though, and it’s the only time firebombs really make a difference. Providing more opportunities like this and tying them into other decisions could have made for some really interesting choices.

Finally, there a few places where you have to make moral choices, and by moral choices I mean Video Game Moral Choices, i.e. some guy makes you select either Moral Option A or Immoral Option B from a menu. Actually, only the first choice even reaches this standard: you can either get one of your arms cut off or get one of your party members permanently killed. The second choice is basically just an opportunity for you to be a moron, and the third is a choice between two things which both hurt you and no one else, making it a tactical choice rather than a moral choice. Also, while losing your arms does affect the gameplay, it’s ultimately irrelevant. The game has the typical ass-backwards difficulty curve where only the beginning is hard because you have no resources, and once you get going you can just steamroller everything. This is the opposite of how difficulty is supposed to work. Of course, the vast majority of games work the same way, but the fact that it’s a ubiquitous problem is no excuse. In this case, it makes losing your arms pretty much meaningless, when it should obviously be kind of a big deal.

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Buddy’s section of the game has its own set of mechanics and, correspondingly, its own problems. Incidentally, the fact that Buddy’s and Brad’s chapters play so differently when they’re both the same standard RPG just goes to show how much design space is actually available within conventional mechanics.

First of all, the fact that Buddy can fight at all is really a copout. You’d think that playing as a helpless child in a post-apocalyptic wasteland would be a great opportunity for some gameplay that’s not about killing people for once, but no. There was no indication that Buddy could fight during Brad’s section of the game, but once she’s a playable character, well, obviously she has to be able to kill people, because what else can you do in a video game?

There actually is almost an appropriate evasion-focused mechanic: Buddy can disguise herself with a mask in order to avoid some battles. Unfortunately, this goes nowhere. Keeping your mask on allows you to avoid about three optional battles, and that’s it. Furthermore, since you can easily kill everyone you encounter (that is, you have to), there’s no reason to care about avoiding battles at all. If your resources were limited enough that you actually couldn’t fight everyone (which would be entirely appropriate for the setting), or if you could disguise yourself in different ways to get different reactions, then you might have some actual decisions to make.

The fact that there’s only one other party member in this chapter is another missed opportunity. Buddy’s not too strong at first, so for a short while you’re reliant on someone else for extra muscle. This theme could have been extended: if Buddy couldn’t fight well in general, she might have to rely on other people to help her – people who, given the situation, probably wouldn’t be trustworthy. Having to manage a party that you can’t rely on and thinking about how to get rid of them once they’ve outlived their usefulness could have been a really interesting experience. This wouldn’t even have disrupted the theme of Buddy being alone in the world; she could still have ended up on her own by the end, but with the added significance of having betrayed and been betrayed.

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As for the combat itself, Buddy knows how to do one thing: stab people in the throat. She does have a couple of other moves, but they don’t really matter, so pretty much the entire game is using your one attack over and over and healing when necessary. While this is obviously super boring, it actually works really well from a thematic perspective. It does a great job of portraying Buddy’s state of mind: she’s single-mindedly focused on killing anyone in her way. Furthermore, the fact that your one attack has a timed hit component and the fact that you have to constantly heal yourself makes the whole thing feel appropriately arduous. Even the fact that it’s boring highlights the fact that violence is superficially exciting but ultimately banal. So while there’s nothing really interesting going on from a mechanical perspective, it’s a great example of how “bad” mechanics can be used to achieve particular effects.

Finally, there’s the issue that none of the decisions you can make actually matter. The main example is that Buddy can use Joy, and it’s just as overpowered as before, but this time there are no downsides – not even aesthetic ones. You have way more Joy than you need, so there’s really no decision-making involved, and Buddy will never go into withdrawal, so there’s no reason not to use it, despite the entire game up to this point having established that Joy is literally the apocalypse in pill form. In terms of the story, having Buddy use Joy should be a much more significant decision than it is for Brad, because Buddy isn’t already hooked on it. It would be both interesting and thematically appropriate if using Joy allowed you to make the game way easier by actually turning Buddy into a drug addict.

In fact, there are multiple epilogues to this chapter, but the actual game mechanics have nothing to do with them. You get the both of the alternate epilogues by walking to some random place at some random time, which invisibly sets some random flag that determines which epilogue you get. While this is typical video game bullshit, it’s particularly annoying here, since the game actually sets up mechanics that could be used for making significant decisions, and then totally fails to do anything with them.

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All of these flaws are ultimately the same problem: the mechanics are inessential. You can use Joy or not, you can use firebombs or not, you can make whichever choices you want, and you’ll be fine. You can still finish the game and have access to everything it has to offer. In order for these choices like these to matter, they need to be integrated into the rest of the game in such a way that the choices you make have mechanical rather than merely aesthetic consequences.

For example, when the guy who makes you make those moral choices comes along, you have the option to try to fight him. It’s one of those fake battles where you’re guaranteed to lose. But what if you could win using an extreme expenditure of resources, as in most of your Joy and firebombs? You could avoid having to deal with either consequence of the choice, but then you’d be out of resources. If there were more encounters like the one where that gang tries to extort you, you might not have enough firepower to fight them; you might be forced to give in. That would make the choice of where to spend your resources actually significant.

Furthermore, the fact that the choices themselves are ultimately not that big of a deal largely blunts their impact. Having to choose whether or not you lose your arms or become addicted to a super-drug should make a huge difference, but in practice the game ends up playing pretty much the same no matter what you do. More than anything else, the fact that losing both of your arms ends up being only a minor inconvenience shows that LISA‘s theme is writing checks that its mechanics can’t cash.

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It’s deeply ironic that a game that specifically bills itself as “painful” is unwilling to make the kind of commitments that would actually make things hard on the player. The game has a variety of ways to fuck you over, but it ultimately adheres to the standard game design principle that things can never get “too hard” such that the game actually becomes difficult to complete. LISA‘s unwillingness to step outside the boundaries of a conventional genre experience means that what could have been a great game has to settle for merely being interesting.