Wednesday, September 18, 2013

Uncreative Questions About Something Featuring a Persuasion Meter

A couple months ago I had the displeasure to read Tom Bissell's Extra Lives, which ticked me off in a dozen ways but most especially regarding a certain 2006 fantasy video game, Oblivion. TB's feeling about this game were pretty much the same as his for Fallout 3, GTA4, and Metal Gear Solid in that it's fun and bizarrely liberating/enslaving, but the content of the game was really about as pursuant to his thesis (how video games are similar to cocaine or something) as the brand of sofa he was sitting on. I want to expound this game, which was released at the exact peak of my adolescent dissipation and so is forever unsolvably torn between nostalgia and shame in my own head. But, more relevantly, I'd like to submit that Oblivion also highlights a very interesting time for the fantasy genre and my generation's use of (/by) entertainment.

Art, I've heard, exists for two reasons: to escape from ourselves and/or to reflect upon ourselves; the meteorically popular and successful fantasy video games of recent years are widely considered the former. So what are such a booming demographic so eager to escape? The obvious answers are loneliness, impotence, and, most powerfully I'd say, boredom. This is a genre where the most profitable works, World of Warcraft and EverQuest, are centered on the concept of a dynamic world with regularly updated content so that, unfortunately, the adventure never ends. The final subjugation of ennui. But Oblivion holds a special place in this dominion because it turns out to be extremely dull.

There's something almost fascinating about how boring Oblivion is. Its prequel, Morrowind, was set in a very strange place with mushroom trees, giant invertebrates, and a uniquely awesome culture sort of like colonial China. But Oblivion takes place in the blandest fantasy world you could come up with. There's bad goblins, bad demons, elven ruins, a shining but threatened kingdom, quaint pseudo-medieval architecture, harp music, predictable skills and attributes, cookie-cutter polytheism, and areas named "The Imperial City" and "The Great Forest". And unlike almost every other game before or since (notwithstanding an extreme and unrelated experiment in Daggerfall earlier in the series, which featured a truly vast area of playable space even by today's standards, but where the point was a gimmick for advertising, not immersion for players), Oblivion's terrain was procedurally generated rather than being built by level designers, supposedly in pursuit of realism. But it only amplifies the surreal ordinariness.

So what's the deal? Is 2006 the point where gamers got so comfortable with their escape that they no longer wanted to see it as an escape- just another everyday sword & stroll? Did Oblivion's devs realize or conclude that they could sell more copies by watering down the setting and appealing to as many casual gamer dipshits as possible? Or was it a reasonable next step in roleplaying games, in that it offered a fairly naked, plain setting for players and modders to project themselves onto with greater freedom?

It seems like the popular reaction to Oblivion's setting was fairly negative, and both its expansion and Skyrim were a response to that. Having put in thirty hours of grinding achievements in Atom Zombie Smasher, I've yet to try either. To be continued...

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