Why I Love: Celeste

Humble Beginnings, Humble Endings

My Introduction to Indie and Thanks to Maddy Thorson

Sorry for the hiatus.  I had an unfortunate episode with something, but now I am back and hopefully that doesn’t happen again.

The origins for me loving Celeste go all the way back to when I was young and indie games were a super niche thing.  My family didn’t have a lot of money, so games were a special occasion.  However, I began to wander the internets for more games that I could get for free and stumbled upon indie games.  The ones that really stuck to me were a group of developers that seemed to be connected.  A lot of them proved to be so in a website that, unfortunately, no longer operates today: the eo community.  Then from there my interest in indie skyrocketed.

One game I obsessed over was released a couple months before I got into all of it: Jumper 2.  I was tired of the glitchy platformers that inhabited many indie websites, but when I found Jumper I was so excited because platformer games were the thing back then.  The graphics were great and the game wasn’t glitchy.  The main character is a failed experiment named Ogmo, who looks like a red block with legs.  Ogmo is adorable and I love him so much. I bet I can find sketches of him in the margins of old school notebooks if I somehow have not thrown them away yet.

And that was it.  I was sucked into the world of indie games.  I made levels in the editor all the time.  I wasn’t super good at platformers, but I think I managed to make it an okay distance through the game while not being pro.  I have followed Maddy Thorson’s career ever since.  I even got my friends to play Jumper: Redux on LAN.   I’ve seen how Thorson grew over time in their designs and it has been an incredible journey.

And then Celeste was released and it took me a long while to play that one.  I was bogged down in everything in life.   Eventually Celeste was being given for free on Epic Games Store.  It brought a renewal of attention, so I decided I would finally play it.  I am immensely grateful for this game.

Why I Love Celeste

Celeste is not an easy game, and it is not a hard game either.  In fact, I don’t know what to say about difficulty in Celeste.  For me, the difficulty curve is the prime example of well done difficulty curves.  And yet, I can say that it was not easy.  

Good video game design usually involves teaching the player without having them read blocks of texts or having them look at a video.  But I would like to propose the idea that Celeste takes good design one step further than pretty much any other game I’ve ever played so far.  The game is humble.  This is not because the game is modest in content or gameplay or anything.  The movement designed in the game is insanely well done.  No, this game is humble because it feels more like a teacher and it feels more like a human, than any game that attempted psychological strategies (or even tricks in the case of some horror games) that I’ve ever played.

Celeste already does the established good designs with good level layouts and quick respawn with little consequence.  Through the game’s story and mood, the game helps you with one more thing that so few games do: it wants you to improve and it makes that clear.  I’ve recently finished Dark Souls 1, and while the game has many good designs in it, the whole attitude and system it has encourages a strong culture of gatekeeping, which is a definite no-no.  There’s always the “You’re Not Good Enough, Scrub” attitude.  I said that it encourages, not creates.  While the culture definitely surrounds it, and I found friends whom I didn’t expect to be enveloped in it too, it does not create it.  Because of the universal struggle in the game, there have been good experiences with other players as well.  But I just can’t say that the culture of the game is good.  It unfortunately, just isn’t.  It wasn’t a good experience, but I’ll talk more about Dark Souls in its own “Why I Love.”  (So at least I still love it.)

Celeste successfully brings difficulty without that kind of attitude.  It shows its tough side with extra objectives and B-Sides to stages for those who want to push themselves to breaking limits, but it does all this with the note saying “You can do it,” or “If you want to.”  I don’t feel like this aspect is “weak” in any way.  In fact, I think it shows that it knows the player, or rather I should say, the person.  

The best professionals and inspirational people in my life are always the humble ones.  The ones that made it through without becoming hardened.  The ones that chose to stay soft so that they can truly uplift.  It is never the easier choice.  These are the kinds of people that when they teach, they teach with heart because they still choose to remember what it was like to struggle not only with the limited skill set of someone just beginning, but also the limited knowledge as well.  

The honor of their prestige is based on being able to share their experiences rather than boast about how others cannot get them.  I think this is what Celeste embodies, in both story and gameplay.  This is why I love Celeste.  The game is no slouch.  It will push you, but in a way that allows oneself to commit to learning and becoming better.  It teaches the player to push themselves more than the game pushes them.  That’s what I’m all about, I’m sure you know.  It is something that I hope that schools one day better integrate into their systems.  It is the optimistic hope that humans can be like that to help each other, because let’s face it, life is not easy alone.  

Celeste is #9 on the ULTRA.  Thanks for reading.  Stay safe out there.  I hope that we all can stay humble, remember to stay soft, and remember that it is not a weakness to help others.


– Elise

Why I Love: Alan Wake

Two Sides

I love Alan Wake, for the same reason a lot of people found it mediocre.  Alan Wake is a third-person action (shooter?) game.  Alan Wake, a writer of a thriller series, goes on vacation to a lake house, only to be haunted by shadowed entities that remind him of his own works.  He can expose and destroy these entities by shining a flashlight at them.  That’s mostly all you need to know about it for what I want to talk about today.  

It is a good game.  It is very crisp, and it feels like playing an episode of The Twilight Zone.  Were it not for good game design it probably wouldn’t be on the ULTRA.  But what I really like about this game is that it is truly a simple game about fighting the darkness, both outside and within.  

I don’t feel like Alan Wake is that psychological, but it’s what defeating darkness within sometimes feels like.  It feels helpless and frustrating (not game design-wise, just for Mr. Wake).  It feels like we’re in an episode of a TV show we can’t get out of.  Ultimately, it’s a fight of light and darkness.  We can also mean that literally because of his flashlight.

I remember when my brother and I were so excited for Starcraft II: Wings of Liberty, and we were watching the trailer.  In the trailer Raynor says, “Because the one thing I know; some things are just worth fighting for.”  And I remember my brother saying something about how that is so, so cheesy.  I love cheesy things, and over time I’ve learned why I love cheesy things like that line or the fight between light and darkness.  I love cheesy things because they’re the most real, and Alan Wake emphasizes that in an age where we’re supposed to be so unique in themes.

The struggle against ourselves and knowing what is light in our lives is real.  That’s a real thing.  Knowing what you fight for?  That’s real.  “I’m doing this because I love you”?  I need that.  I wonder if the reason we don’t like cheesy things sometimes is because they remind us of what is real.  This is why I love Alan Wake.  We’re just some random person fighting to find their way out of the darkness. 

Isn’t that what most of us want to do?  We want to be a light to those around us.  We want to truly find light and what is good in all the travails of life and use it to banish the darkness.  When it comes to those that we love, isn’t that what we want to do for them?  It’s cheesy, but it’s true, and Alan Wake embraces it.  That is one of the big reasons why I love the game.

Alan Wake is #116 on the ULTRA.  I hope that we can all endeavor to be a light in the darkness especially during these strange times.  Thanks for reading, I’ll see you next time.
– Elise

Why I Love: Team Fortress 2

Less is More is Less

I said I would talk about some of the design side of video games.  I have been sitting on this idea for almost two weeks, because the more I think about it the more I realize this is such a big chunk of something that I do not believe I have the skill capacity to do so.  I may have bitten off more than I can chew, but even more so, it’s just so much.  

But I said I would.  It’s going to be watered down, but I’m going to do it.

Clarity is something the developers choose on whether or not it is an important factor.  It is not something that is required, but in many cases it is helpful or important to the game.  Fast arcade style FPS games are a good example of good clarity.  You want the brain to be spending as little time as possible understanding what you’re shooting at.  Team Fortress 2 is an excellent example of one of the most common forms of clarity in design, silhouettes.

Team Fortress 2 consists of 9 classes, each with very different functions and important approaches one must consider to remove or run from.  They’re all men, and most of these men are of similar body type.  These characters move through bright terrains and shadowed caverns, which means things like contrast, in color and line, are not always up for consideration.  Let’s take a look at Breath of the Wild.  

Just looking at the trailer, you can see how contrast is used.  Shrines stick out like a sore thumb because of their bright contrast with the desaturated landscape, towers break from the silhouetted forms of the hills, and enemies bring your eyes to them with their many tangenting and crossing forms of line.  The simplicity of other colors, brings your attention through complexity.  Line, value, and color contrast are all done in Breath of the Wild.  But color and value are diminished in an environment that can have the lights be on and off like Team Fortress 2.

And that’s where the strong silhouette design comes into play.  One of the reasons personality is such a strong concept to push for in Team Fortress 2 is because it shows in their demeanor, and that gives a perfect idea/excuse to change silhouettes.  The squat stance of the Scout makes him stand out.  His running animation has his legs swing wildly compared to other characters, which makes him even more obvious.  This is especially important as the Scout will almost always be moving when you see him.  The Medic’s trenchcoat sways in a shape that is not common with other characters.  Small things allow for extra clarity: the Soldier’s poofy clothes, the Pyro’s smooth suit, the mountain that is the Heavy, etc.

It really wouldn’t be so much of a complaint if we saw them all pretty similar.  There are plenty of games where realism is the focus, and clarity may be a matter of combat awareness.  But having the characters just different enough so you can tell from their shape helps in such a hectic environment. 

This is just one of the many things that Team Fortress 2 does so well in visual design that makes it stand out as a class based shooter.  Unfortunately, a lot of this deteriorates when everyone is wearing hats and holding different guns, but in return they (the guns at least) provide a different gameplay variety.

There is more to just these that make Team Fortress 2 a great design though, and there is definitely more that I would encourage you to check out from their developer commentary in game.  I choose Team Fortress 2 as a model multiplayer game, not because other games are bad design, but because Team Fortress 2’s designs are the most clear cut and obvious to a normal player that has no experience in design.  It is sometimes difficult to find out the why behind game designs, but Team Fortress 2 does an amazing job at that.

These kinds of things are also the reasons why “feedback” from players in a competitive environment is oftentimes more dangerous than helpful.  The spectrum of skill that spans the players always looks different when you’re supposedly very skilled, because developers don’t design only for the very skilled, and to encompass all of that without creating two separate games is just terribly inconvenient.  Team Fortress 2 takes in a lot of those variables and makes things like level design, gameplay mechanics, and art design work together as best as possible and makes a fairly balanced game within all of that.  Too many times I read of players who want something changed without considering all sides of the equation, which is to say programming, art, and balance at high levels, low levels, and those in between.  

There are SO many things that Team Fortress 2 does well in art design that involve the other elements, but I love that the silhouettes work so well when all other elements are absent.  So please check out the developer stuff to learn about those other things if you have the time.  The game is free to play and is available on Steam.

Team Fortress 2 is #105 on the ULTRA.  And it’s still a fun game to play now.  I really wish I could speak more in a better descriptive manner, but I’m just a normal person who plays a lot of games.  I just have a desire to talk about games.  I hope I can point you in a direction that helps you appreciate games, as that seems to be the best I can do for now.  Thanks for reading, I’ll see you next time.

Nintendo Games Can Be Difficult

Remember the Struggle

I was ignorant in gaming for a long time.  I don’t mean racist or a straight-up gatekeeper or anything, but like a….kind of almost ignorant gatekeeper?  I hate when people say Nintendo games are for kids.  They are fit for them, but that doesn’t mean they’re designed solely for them.  It’s the same way how some animations are really well written and they’re for kids, but adults can definitely enjoy them.  I think a lot of the time, they’re even better as adults.

So, I grew up with the SNES and Nintendo 64.  Platforming games were the thing back then, so I played a lot of Mario, Kirby, and Donkey Kong games.  I think it was just a ton of privilege and I am very grateful for that.  Fast-forward to Super Mario Maker 2, and I was making levels that I felt were fit for the audience, only to find out that the success rate was pretty low on the level.  Now, I’m not a pro at platforming games or anything.  I am not that, but my vision of what a platforming game player was skewed.  And that’s when I realized I am super privileged when it comes to most Nintendo games.

Most people who are playing Nintendo games are younger, and most Nintendo games are platforming games.  I have yet to see a young gamer who, having received a present from their parents, do what I believed to be “well” on a new Nintendo game.  In fact, I remember being young and not being able to make it past certain worlds.  As I got older, the amount of worlds I would get to would go further and further.  I wouldn’t actually finish a Mario game until like, middle school or high school.  You know, the age when kids think they’re so cool and Nintendo is done and away with.

That’s the first set of audience, and the second is adults who want to start to play platforming games.  Introducing people to games or the genre has made me feel so ignorant.  I mean, I’ve done that a lot, but I never realized what a terrible teacher I was.  I believe I’m pretty good at teaching, but for some reason I never applied the proper teaching skills I used before on what I loved the most.  I am patient with the person, but I was just so ignorant.  New gamers don’t know what they can and can’t do.  That’s something that when you play as a younger gamer, you just kind of leap over because you’re a kid and you’ve got time and audacity in your hands.  

Especially for adults, they’re hesitant on what they believe they can do and move like.  Looking back I feel so dumb for not opening that door for them.  Not only that, but then there is the huge gap of just spending time to get better that I don’t really have to worry about anymore because I’ve played so many games when I was younger.  So, I think you get the point.  I just really had to check my privilege here.  But it’s also made me very grateful for opening my eyes to this understanding, and makes me grateful for how well Nintendo designs their games to be enjoyable even when you’re past these stages.  

I think in a way I was kind of soft-gatekeeping people by placing my expectations way high.  I never got upset at them, but in my mind I would still set that expectation, and I would rather I root that out than let it grow into something negative.  I want to be welcoming to all levels of gaming.  The best people in any profession always seem to be the ones that still remember what it was like to struggle, because they’re the ones that are the best at helping people.  Like my entire life with things I study, I want games to be a positive impact on my life, so I will do my best to keep humbling myself and remember the struggle.

Thanks for reading.  I’ll see you next time.

Checklist or Game? Both?

There are a lot of arguments against games that send you off on a checklist, especially if it is an open world game.  You might wonder how these games still sell when you’re just being led by the hand all the time.  This is like games that tell you exactly what to do in the quest objective and everything makes it pretty obvious: a glittering line, a ping above someone’s head, or pop-ups that tell you when something is going to happen or there is something you need to do.  Then there are side-quests or small things you can do, but they’re just pins on a map that need to be completed.  The same thing here or there.  Why do these kind of games still thrive?  I was just thinking about that this morning and I realized that it’s because although they are not exactly great game design, they can still be satisfying.

You want your player to explore and find the way by themselves.  Signposts and rules can only feel so…explorey.  But if you look at games like The Division, the Assassin’s Creed series, sometimes Skyrim or Fallout, and some others, they just pile on objectives and little collectibles everywhere.  In the end, you’re not really playing a game, you’re just doing a checklist.  Yes, you could explore without looking at the map, but since everything is already marked on the map, how much exploring are you actually doing for yourself?  

But we’re talking about why the checklist style is still present in some games.  I think it comes down to the combination of two things.  One, is just the base that checking off a list really can be satisfying.  The focus can end up focusing on checking off a list, but it’s still satisfying.  We do this with things like chores or goals that we set for us to do during quarantine so we can feel good about ourselves.  And we are doing things, so we are legitimately feeling accomplished.  

The second thing that combines with this is that video games make us feel good.  They are entertainment and art, and those two things cover such a vast distance of things that the satisfaction of checking off a list can feel like it fits in there.  I think there are times that playing a game just to check off stuff on your quest list or pick up items is not necessarily a bad thing.  Sometimes that’s what we need at the end of the day.  We just need to feel like we’re getting stuff done.  And…I guess we are.

This satisfaction is not the same thing as playing a game with good game design though.  It is a similar trouble with art and the layman.  Both amateur and professional art can be appreciated, but the difference is difficult to distinguish for someone who doesn’t understand how the painting process or color theory works.  Both levels, and all that is in between, can still give a feeling of satisfaction, but not the same understanding of what makes an art piece seem to be at a higher level.  

I said sometimes Skyrim or Fallout, because concerning the main exploration, all the guidance is is a marker on your compass to tell you that something is nearby, which is not too bad of a hand-holding thing either.  Just enough for you to get lost in the world.  The smooth tutorials of Half-Life 2, the extremely well designed difficulty curve of Celeste, and landscape design of The Legend of Zelda: Breath of the Wild bursts into our playthroughs.  We can feel that these games push us forward and make us feel like we’re out there in the video game world doing something great, without having us check off a list.  It makes us feel like we’re doing it because we ourselves are making our own list or trudging our own way through the land.  That feeling of fun is from good design.  At the right times, I think it is possible that satisfaction of checking off a list suffices, but can be misunderstood as that same fun from good game design.  Guidance doesn’t have to be removed from a game, it is how they approach it that makes it feel good.

Entireties of games are not just the checklist though.  There are still many good gameplay and design elements in these kinds of games.  Remember that this (hopefully) does not make the whole of the game.  I personally feel like they may bring the game down a notch, but I don’t think it should cause the whole game to feel like it collapses on itself.  There are good games that are like this, and that may be because of other elements in the game that hold up what may be a lackluster guidance in the game.  Because games are such a mixed media, no one pillar of games, whether it be graphics, gameplay, sound, or something else, can really bring down the whole game, at least not easily.  

You know, I think the reasons for playing a game are really up to you.  I’m not saying to not support these games just because they have this design.  If you really enjoy them, by all means, you should play them.  But we have to remember that these two types of entertainment are indeed different.  The checklist is using gaming as a medium, while the good game design is emphasizing that it is a game and works on engineering itself to be better at that.  I’m not going to say that the checklist style is good design, just like how I wouldn’t say that my art is professional, but just like how I can still appreciate my art even though it’s not perfect, games can still be appreciated for the level or style of design that they present to us.  I mean, unless they’re a glitchy mess or highly inappropriate or something.

This is Elise.  Thanks for reading!  We’ll see you next time.

The Scavenger’s Loop

Scarcity Succeeds

In a lot of open world games and, of course, even more so with survival games, there is a loop of scavenging.  There is the challenge of making sure that you stay alive.  That could be trying to get better weapons.  It could be finding ammo.  Maybe it is finding food or ingredients to make a product that will increase your ability to survive.  I think the Scavenger’s Loop can be very simple: find a thing to survive for longer.  How deep the design goes determines how rewarding it is, and how risky it is to make that a reward.

At the very lightest of scavenging, we can point to games that are not survival games like Borderlands, where ammo is what you chiefly need and better guns to shoot that ammo with.  You’ll ultimately do fine, as there are many alternatives should your gun not be very strong.  Alternatives like…shooting more.  The preferable result is still that we’d like to have a high-rarity weapon with enough bullets to defeat the enemy.  Chances are we will have other guns on hand, grenades, skills, or another player to help out.

Every layer we add makes it more complex and requires more management.  These layers could be things like potions to heal ourselves when there is no auto-healing, limited inventory space, low amounts of ammo that can be found in the world, or a hunger/thirst bar.  Normally these things are a relief to have to not worry about.

You, the Scavenger. You, the Manager

I think part of the feeling of success comes from knowing that we managed correctly, to know that in Resident Evil we saved those bullets for a good time.  The distribution of fears as to whether or not we should expend bullets in the moment is one of the main things that make the game feel challenging.  In the end, we will have made it to the next area, but it feels like it is because of our management.  If it isn’t the management of your resources, it is the management of your skill in gameplay, and both choices end up being rewarding.  Or if you are running from a monster, just the relief itself that you can now catch a break is a reward.  You also have just shown you have the skill to make it to the relief as well.

The emphasis of the reward of you being proven as resourceful or skillful is different than the reward of the actual items themselves.  Sure, we may find a fancy crystal for making that one equipment, but the reward in survival games is usually concealed.  We do not expect the actual item reward.  It is merely a bonus for exploring the world.

The variables involved in items obtained depend on how well you do everything.  In games like Fallout where there are more variables such as durability of weapons, scarcity of ammo, and constantly being bombarded with radiation from different sources, you overcome these trials not because you are the chosen hero, but because you are the spunky, everyday person that has fought their way through a wasteland.  You’ve survived long enough so that you can be as strong as you are now.

Thievery

I’d like to add one more thing to the idea of being a scavenger, especially in survival games like Fallout, Subnautica, and Void Bastards.  You are rummaging through other people’s stuff to survive.  It is the weird intensity of stealing parts from a ship in Void Bastards when you know you’re not supposed to be there and the comic words saying “Squelch, Squelch,” indicate someone is in the next room over.  It’s similar to the feeling in games like Dishonored where you’re grabbing some valuables in a house where the person is still down the hall.  It’s the feeling of “How far can I go without getting caught?”  

The high risk, high reward makes the scavenging feel even more rewarding.  Games such as the Subnautica and Void Bastards have the alternative that if you do not risk enough, you will not survive, but if you risk too much, you are going to die anyway.  These games become a balancing act.  This is even more of a risk in Void Bastards where if you like your character on that run and you die, you likely won’t see them again.  

In the end, the Scavenger’s Loop always points back to the main idea of a survival game and that is to point out the fact that you are not dead.  And that is solely because you were digging through someone else’s or something else’s stuff.

Thanks for reading.  We’ll see you next time!