Thursday, 15 August 2013

A Brief Overview of Sanity Mechanics

As they are among the more representational mediums, and the more personally focused, both video games and tabletop role-playing games have a history of attempting to not only depict but to model mental illness. This is only right and understandable as this is what these games do; they take aspects of reality and model them in a way that allows us to experience them in a vicarious manner with more or less realism or slant depending on the design goals of the game

This process always involves some abstraction. In wargames berserk or otherwise uncontrollable troop types (whether through madness or stubbornness) are a common feature, especially in more fantastic rather than historical games. Usually each turn whether the troop obeys orders or follows its own whims is randomly determined, the reasoning behind this generally irrelevant. What those whims boil down to is also generally quite abstracted, as having to follow complex algorithms to determine the behaviour of troops that don't follow orders can break the flow of the game; the game is modelling combat rather than motivation after all. Similarly there will often be some level of fear response modelled, but this will usually be a part of a general morale mechanic as again we want to know whether a unit does what you want them to, not particularly what's going on in their minds at the same time.

When you start modelling individuals rather than groups motivation matters more, as does response to stimuli. Roleplaying itself, as a ruleset at least, developed amongst other things out of an attempt to model the actions of strategically important individuals like sappers within the context of wargames, although it quickly surpassed these beginnings. While early adventuring games focused generally on physical challenges, popularising the hit-point system as a way of conceptualising overall physical resilience, they tended to either sublimate mental resistance into the same pool or go for the all-or-nothing 'saving throw vs. x' approach (both of which are still present to this day).

Time now for a small digression on hit points. They often get a bad rap; as a storytelling tool they are ugly and confusing and mechanically there are a few glitches inherent at some of the extreme ends, as anyone who's had their Level 1 Fighter killed by a badger can attest to. The truth is they are an abstraction and a particularly numerical one at that but their elegance and continual popularity lie not in the way they model reality but the way they make the game play. It's all about the bookkeeping. I could probably write an entire article about the different ways of conceptualising hit point damage, but really that's down to how you tell the story in your game, from a practical point of view hit points are just easier to track than damage charts and less intrusive into the game than wound penalties. They aren't appropriate in every situation, but they are still functional in most.

It wasn't long before the burgeoning hobby started diversifying, with the horror-based game Call of Cthulhu introducing a separate pool of mental hit points termed 'sanity points'. Call of Cthulhu was not really modelling real life so much as modelling the books of Lovecraft, where contact with the Great Old Ones, their minions and their ilk eventually leaves characters either dead or insane; in this case insanity being a sort of catch-all debilitating  state of mental degeneracy. In this context, terminology aside, sanity points are a really neat system, maintaining the same basic tension of 'this is how much further you can go before your character is unplayable anymore' that hit points provide but adding a second track to manage. Now going to the library can be as dangerous as entering a dungeon.

However, just as hit points can lack subtlety in interpretation, leading to characters who are essentially bullet-proof until they are suddenly dead so too can sanity gauges. On the physical damage front games have employed all manner of embellishments, from critical hit charts to permanent wounds, as a way of fleshing out that thin line between life and death. In games where one of the key innovations is continuity of individuals (as opposed to wargames where individuals are generally undifferentiated) then many have taken the position that losing one fight should not necessarily mean losing the game. This is where the idea of permanent mental disability as a punishment for, or at least a result of, failure emerges. It does so not, I believe, out of a desire to stigmatise or even make a point about how mental illness functions, but out of design choices based on modular thinking: this system works here so we can use the same mechanic here rather than try to introduce something new.

Essentially, if we're being generous, sanity mechanics like this are roughly modelling, or attempting to model, something along the lines of PTSD. But games love random tables and variety and so the urge has often been there to put in various different psychiatric disorders as possible consequences of failed saving throws or dropping below zero sanity or what have you, no matter what the real-world triggers and predictors for such conditions might actually be. As designers have started to realise that this lumping-together of conditions is not always very accurate we've since started to see discrete disorders either as pre-selectable traits or as specific responses to certain stimuli, alongside the continuation of a mental-resilience based model.

Video games, meanwhile, have long used the hit point abstraction as the underpinning of their damage mechanics for much the same reason: that it makes the coding easier. However, while in roleplaying it is possible to  visualise the depletion of hit points not so much as actual wounds but as loss of stamina, damage to equipment and a general sense of using up your will or ability to go on, the intensely visual nature of video games tends to suggest that each blow that lands actually lands. This dissonance has of course got worse as graphics have got better.

When video games have attempted to portray madness through mechanics rather than narration it is no wonder that in general they have followed the sanity point model, for the same reasons that they tend to use hit points for health. Where they have differed from tabletop games is in the effects that depletion of these sanity meters have. Again the key is the visual nature of the games as well as the success they enjoy in hiding the workings of the algorithms from their players. 

Zero sanity usually means a game over, either via catatonia, unplayable mania or or sometimes even the suggestion of suicide, and the decent into madness by necessity therefore is played out in the lower reaches of the sanity gauge. While a tabletop game might introduce madness through penalties or behaviour guides after the resolution of the traumatic event - after the failed saving throw indicates the final loss of control - in a visual game where the convention is to reset after failure the madness is often introduced as a feedback loop in that process of failing and presented through visual clues. In this way madness is presented and coded as glitch and hallucination in its entirety: to be mad is to see what isn't there, or maybe to see what is there and what others cannot or will not see.

Ultimately all of these approaches can be interesting, both mechanically and representationally, but they can also come with often unintended semantic baggage, implying things that are damaging and just untrue about the processes of mental health. they can also just be crass. I will leave you with the video games ur-example. Every sanity effect in Eternal Darkness: Sanity's Requiem, one of the first games to specifically model sanity loss as a visual phenomena based on a sanity point mechanic. It's just... crass really.


Tuesday, 6 August 2013

Let's Go Back to College: Some background and a discussion of Community S2 Ep14 - Advanced Dungeons and Dragons

I'd like to make it clear that it's not all doom and gloom here, and that I will be looking at approaches to mental illness that I think can be both valid and constructive at some point or another. In fact, part of what might best be termed the thesis of the book I am writing and which this blog is supporting is that there are certain overlaps in the way that we talk about madness and the way that we talk about gaming and that this adds an extra layer of interest and meaning to the way in which games approach and model mental illness.

It's just that gaming is also a part of the popular media, and popular media on a whole is really very bad at representing mental illness either accurately or compassionately. This shouldn't be surprising, as popular media is really not very good at depicting a whole lot of things (gender, race, emotional development, learning new skills, how people actually talk to one another). This is because, rather than build a new language of representation from the ground up, in the majority of cases an instance of media will be more or less reliant on the language of representation as extant. Even where it is more thoughtful, pasting in standard signifiers, or tropes, as a shorthand in less 'important' representations allows a piece of work to concentrate fully on the themes it would like to explore.

This is why procedural detective stories often make extensive use of 'mad' killers. Not having to spend time delineating a motive gives the story more space to explore the mechanics of investigation. They are able to do this because previous instances of popular media have already established the idea that psychosis is a sufficient predictor for violence and it is expected that the media consumer will be aware of this, having seen previous examples that have spelled the link out. Of course, this process blunts any nuance that might (although it may well not) have been in those previous depictions and perpetuates to further depictions the even flatter shorthand that all psychotic individuals are violent. This is a fairly basic form of memetic propagation of stereotype and you should be able to see something similar in any number of damaging and stifling or just plain limiting depictions of any group that can in any way be conceived of as a group.

While a lot of media is content to unquestioningly reabsorb the same assumptions in the name of expedience there are, I think, three main ways in which this sort of representational smoothing can be resisted. The first is to start from scratch, building a new representational language through rigorous direct observation filtered through a specific aesthetic , but this is unlikely to be popular at least at first because you will be asking your audience to do almost as much work as you are.

The second, and most common, is for creators to work generally within the current language, but to challenge those shortcuts and givens which they see as particularly untrue. Crucially, this means that a given work may well contain plenty of tropes either seemingly or actually unquestioningly as a way of expediting the storytelling around the sections of greater reflection. I am a massive fan of the show Elementary, for example, and one of the things I love about it is that it explores male/female friendships in a properly nuanced way without resorting to standard romanticising or sexual tension tropes. However, in order to have the space to do this and also present a compelling mystery every week it has more than once fallen back on the trope of madness proxying as a sort of un-parseable evil and although I'm not happy about that I can live with it.

That these new approaches to old representations may themselves fall back into the general language of popular culture is just an indication of how popular culture works and explains the curious dissonance we get from watching shows we ourselves may have had no problems with at the point at which they first aired but twenty years down the line feel just horribly offensive. It's not that, in the majority of cases, our essential decency as human beings has changed (although some of us may have done work to understand our own internal biasis as a personal exercise) but that the language of representation has changed around us (hopefully progressively, and hopefully, yes, changing our opinions about previously marginalised groups in the process).

And finally, the third approach is not so much an attempt to rewrite the language of representation, but rather to point out its failings from within by subverting and remixing it. This is where Community comes in, as it is an exemplar of this approach. Almost everything Community says or does is a reference or a trope; every character is, or at least began as, a bundle of stereotypes and yet through this they are given a freedom of expression and depth that comes from a relentless expression of '...yes, and they are also people.' It's a fine line, one that is only really possible within the magic realist confines of a very genre-savvy sitcom, and one that as the show's fourth season shows it is also very easy to over-step. However, when it works it is glorious because it is able to make you question the received language of representation whilst simultaneously utilising it to create incredibly densely packed stories that are still easy enough to follow.

Community touches upon the separation of the game world (i.e. the universe and all its rules and connections that is encompassed by and exists only for the duration of a game as it is played) from the real world in a number of episodes. It has a major arc exploring the the overlap between fantasy and reality, which although not necessarily restricted to gaming as such is heavily invested in the concept of play. It has had to date not one but three paintball episodes and, while the paintball episode of any given show will by virtue of its very structure examine the limit and transition between the real and the game world, Community's do so consistently, repeatedly and enthusiastically.

I won't say any more for now on the ideological cross-pollination between (concepts of) degraded or distorted ideas of reality in game-playing and mental dysfunction as I am if not writing a whole book then at least writing whole chapters on this sort of thing. But I will recommend one episode of Community that, if you are reading this blog, you will almost certainly get. The episode is Season 2, Episode 14 Advanced Dungeons and Dragons and it is great. It gets both gaming and mental distress (in this case the sadness and loneliness that both stem from and feed into depression) right and examines the way in which the former can be a part of the way in which one mediates the latter.

Interestingly for Community, which usually takes us fully into the fantasy world (see the stop motion and video game episodes in particular), this episode is rigorously set in reality. This enables it to say that what is really transformative about playing roleplaying games is that you are simultaneously sitting about with your mates and yet also inhabiting a different world with them - a transgressive space where you can do and say and explore things and thoughts and emotions ordinarily unavailable to you. It concludes that the best games (of D&D) are the ones that let us test the limits of of quite who we are and how we feel within the relative protective skin of the game-world, not just the ones where we kill the most monsters. It is also a rather lovely ode to the joy of social gaming and is chock-full of in-jokes for role-players of a certain ilk.

So yeah: you should watch Community anyway, but watch that episode even if you don't and you will hopefully get a bit of an understanding of some of the ideas I will be talking about as this blog goes on.

Thursday, 1 August 2013

L.A. Noire: How You can Destroy your Game by Not Thinking About What it Says

Spoilers ahead.
There is a lot to disappoint in L.A. Noire: it was one of the most hyped games of 2011 after all. You could discuss the insecure vacillation between the linear adventure and sandbox forms; the problematic use of period depictions of racism and sexism in a game where the lead character is a cypher for 21st century values; or even the fact that it doesn't really feel like much like noir, despite the name on the box. Many players have taken the critical position that the core of the game, the investigation and interview mechanic, fails to achieve its stated aim. I too would agree with this happily, although I still enjoyed the game nevertheless. For my money it’s an efficient example of the inventory-management mystery-adventure genre, just with the addition of realistic gurning and facial tics, and I really liked the sense of methodically working a case that, at its best, the game luxuriates in.
So where is my problem? For me the way in which L.A. Noire disappoints most frustratingly, and most interestingly for the purposes of this blog, is in its introduction and use of mental illness within the story and how this unnecessarily impacts on not just that story but the gameplay itself. This is not to say that I wasn’t disappointed by the aspects mentioned above, and I will be touching on those in the following discussion to an extent as well. I will also be spoiling pretty much everything there is to spoil, so you have been warned.

Wednesday, 12 June 2013

After the End

(Trigger warnings for discussion of depression and suicide)

Depression is a poison, seeping through the landscape of our lives. It is a blanket; a cloak of darkness, spread out, growing, blocking out the sun. Depression boils up from the tunnels beneath the surface, where it has riddled the bedrock, ruined the structure and invited collapse. It is chaos, jealous and defiant of order and hungering only for destruction, for a world where nothing is worth striving for.

I seem to have a lot of metaphors for depression, but none of them really work. None of them are the truth of how depression functions, merely a convenient package that gives some semblance of a neat explanatory idea that you can take away and think that you know about a thing. This isn't surprising, it's what metaphors are. This isn't surprising, again, as none of these are really my own, nor are they really metaphors for depression. These are all among the metaphors for evil of popular fantasy fiction, and they are further the ones that give form to many RPGs where evil must be something you can hope to confront with violence.

They don't work because evil doesn't work like that, but they also don't work because the things they compare evil too don't work the way they are purported to. What of the poison that hijacks your heart, forcing it to propagate agony and death ever faster through the system? Of course, there is no place for that within the pacing of a story that requires that there always be space to pursue side-quests. And there is no place for that within an illness that undermines the basis of your existence. There is a qualitative difference between wanting to die and wanting to be dead. The former suggests a desire for active participation remains.

Specifically, evil is not a thing. It is not a team or a side, or even, much as I love AD&D's tables, an alignment. It is maybe, at best, an emergent property; a series of actions. Possibly it is an attitude, a predisposition, maybe, but that is dangerous territory. Depression isn't emergent, it's where you start and that is something that goes for for all mental illness, morally, experientially, speaking*. There is a long history that equates evil with the mentally unwell and that erroneous link is only strengthened when you believe illness to be action or evil to be ingrained.

The heroic character wants to die. Maybe they want to live more, but they clearly want to die as well. Their deaths, enacted a thousand times, in often ignoble circumstances far outweigh their lives and their successes. An unheroic end at the hands of a bandit in some hidden cave will not even inspire rebellion and legend, it will not contribute to the overthrow of an oppressive regime. There are a thousand alternate universes where the evil is never halted. A thousand other universes where our lives made no difference.

Here is the crux of what I wanted to write about in this entry. It is something that has been nagging me ever since I articulated my relationship with choice during the playing of CRPGs in the last post. The question of what happens after the end, whatever end that may be, of the game. After every end implied by every choice. Because the mechanics of choice in one of these games speaks to a darker truth of the experience of depression, one that can't be packaged up as a simple elegant comparison, because it is neither simple nor elegant. It is brutal and it is formed of the destruction of complexity.

What I was trying to say about depression (at least depression as it pertains to me) in the first paragraph is that it extends beyond the depressed. We are actors in a network and depression not only affects our actions, but the way that we view them. To be told that your choices will change the world is not news to the depressed, because we already know it. But here's why it is hell: I'm not talking about the big picture, the end game and the final scroll-text saying what happened next and who got married or what, I'm talking about the choice tree itself.

Every single choice you make is a destruction of possibility, and in an RPG, every single choice is on you as the other actors are all automata. What an act of sheer brutality against the future a game like that is! Forget your shooters, where your part is as scripted as the enemies': there is no truth in the violence there. Death is binary, it is the truncated and difficult life that your actions, your very presence, has created that really hurts. The CRPG is a broken Nietzsche simulator, a systematic representation of the will to power misunderstood and run rampant. It is also what it feels like to be depressed.

The heroic character wants to die, but they strive for a death, at least, that makes a change. A death that imposes their will on the world as indelibly as their life has done. I don't want to die, I want to be dead. I want my impact to cease; the sum of it to date to be erased. Of course that can never happen and so to die would be a waste of the time I've spent so far. I might as well rectify the situation such as it is and do what I can. Curiously enough, or maybe not considering who I purport to be, the deal I made with myself many years ago (the one I will never renege on and which has stayed my hand ever since, even in the worst of moments) is couched and phrased in the terms of a game. If I die, I lose. I want to see that final screen. It is why I find it so hard not to complete those games I have started and why I find it so sad when I do.

There is a way out, of course, because this form of depression betrays an arrogance born of self-obsession and uncontrollable reflection. Real people are not scripted, but players themselves, and they have the capcity to make choices. The RPG speaks to my darkest fear that everything I do destroys the options of others but that assumes their options stem from me. Our lives are networks, and we impact on each other, sometimes catastrophically. Our actions have consequences, but the choices of others have to be held to be as important as our own.

Nietzsche would hate me for that.

*I know that neurobiologically there is evidence to say that mental illness is emergent but I am not talking neurobiology here. It would be a category error to believe that insight into mechanism necessarily informs and provides directly mapped insight into expression. However paradoxical it may seem, there may be no one discrete cause for a phenomenon but the phenomenon itself remains a discrete cause on further events.

Wednesday, 5 June 2013

Stress and RPGs

This is a slightly more personal post, so it's a bit more about feelings than analysis, so I hope you're ok with that.

I don't, on the whole, cope with stress very well.

When the stressful situation is sudden and intense I cower and freeze even as I watch things happen that I know I have the power to oppose. I am bigger and stronger than a lot of people (and as a child my dad was... notorious within my neighbourhood) but to an extent that never helped, as for most of the time growing up no-one ever really tried to fight me and so the wall between anticipation and action remained steady and strong and it was one I was less and less inclined to break myself. This is a physical explanation, but it applies to and I think informs all conflicts I find myself in the middle of. Without pre-warning in which to prepare myself then no matter what my instincts or intellect tell me I should do, I find that action is tantalisingly out of my grasp.

When the stress is a slow-burn, pressure rather than a blow, I do better in the sense of reaction, but maybe worse in the sense of the toll. What I mean by this is that I respond, I do what needs to be done at the time that it needs to be done by, but it grinds me down and closes out my view. This kind of stress is functionally analogous in many, but not all ways, to bouts of depression. A main difference with depression is that there is no end point, no goal in sight, to make the ground out responses to stimuli a meaningful exchange. You get nothing in return.

I had been quite stressed of late, as I was preparing for a module exam in my accountancy course, although I have taken it now, enabling me to actually do other things like think about writing. I have also been playing The Witcher 2, a hilariously 'adult' RPG in the western style which never knowingly misses the opportunity to give you a badly rendered opportunistic or voyeuristic sex scene with all the eroticism of the old British 'Confessions of...' sex comedies. That's not why I'm playing it, mind, I just really needed to get that off my chest.

When I'm stressed like this, as well as when I'm depressed, I often go in for a CRPG like the Witcher for a number of reasons. One of the effects of the closing down of mental space - imagine it as if you have no peripheral vision, but it's not just vision, it's everything to do with the way you think - is that I can't concentrate on as many stories, or on as deep stories as I might like. In general we're talking one or two long-running TV shows and that's it. I can't do novels, the words just slide off my brain without making an impression or worse, if I'm studying, the very act of picking something up that isn't a text book fills me with guilt.

And yet, I still crave narrative. This is where RPGs fit in, because they are just swimming with narrative. A big old soupy mess of it, with less depth than a paddling pool, but oh so much of it lolloped out at you as and when you want to take it. And below this oil slick of unreconstructed tropage there is the hidden narrative of the player, where you can decide back stories and motivations for yourself and away from the speculation of other media consumers - as although they may have played the game they won't have played your version of the game.

RPGs are not about challenge. Their combat systems are very rarely as deep as they think they are and the entire mechanic emphasises grind rather than skill. Occasionally an element of tactical thinking is required, but even then it often boils down to finding a way to split large groups of enemies down into manageable chunks before mechanically grinding them into a red and twitching mess of manageable chunks for the digitised carrion the coders have included as a stab at dark and serious set dressing. As I said, you're not forcing yourself to learn a whole new mode of play when you pick one up which makes it ideal for those times when you can't.

What RPGs are about is choice, or more specifically an illusion of choice. When the time comes you don't choose to  fight, but more importantly you don't freeze either - you don't choose not to. There is always that glorious moment of glitch as the game shifts from exploration mode to combat mode, as idle animations shift and everyone draws their weapons. I love that moment because it has a certainty of purpose that I can never have myself. No action-game protagonist has ever questioned the legitimacy of action as a response to a threat to their view of how the world ought to be - othrewise they wouldn't be in an action game, they'd be in The Walking Dead*.

They are also about the choices you make in conversation trees, which is again an illusion of control, but a great one. Conversation choices, in a well designed modern RPG, will not fundamentally alter the outcome of the game-as-game. You will still face off against the final boss and achieve some form of victory. Yes, the form of the victory or the form of the world you leave behind may well be different depending on your choices, but this is all narrative and emotion. There is often a best-possible-ending, but even that is subjective. What if your best ending is the one where everyone dies?

But these curtailed choices are what make the games for me, and what make them ideal for those dark periods of stress and depression. When I'm down in the dumps, with what can only be described as a tunnel consciousness, then those are the time that I don't feel I have any choices whatsoever. It is the managing of choice in a CRPG that gives me a view of the possibilities in real life as it reminds me that there are options, and that they do have an effect, but it combines it with a comforting fiction that no matter what you choose it won't be deleteriously bad. It is also nice to get to play with choice in a controlled environment, and what am I doing gaming if I don't like playing with things in a controlled and essentially consequence-less environment?

*I loved that game so hard, but seriously - never play it when you're in the kind of mood where you might be thinking about questioning your life choices. Unless you enjoy being a wreck for the rest of the day.

Friday, 3 May 2013

Divine Knowledge: The Victory of Joan of Arc

I haven't actually played The Victory of Joan of Arc. I want to, but this month I bought Relic, and then the Deadzone Kickstarter happened and basically my gaming budget got eaten up for a while. What this means is that I can't tell you exactly how and to what extent the concepts under discussion manifest in actual gameplay, but can only analyse their existence within the rules, which are available here. While the intention of the mechanics of a rule-set and the instances of their interpretation in actual play may vary, sometimes wildly, in focus, for my current purposes intention is the most important aspect for analysis.

Turning Point Simulations is a specialist historical wargames publisher producing a range of games based on specific key battles. They produce the kind of tight, detailed games that model specific situations and then leave it up to the player to make strategic choices within those confines - differing from the more open rules of, say, skirmish games which model individuals or groups of individuals and ask the player to manage and direct these in the hope that their larger strategy will be realised. The use of randomness is generally much larger as the scale of the battle becomes smaller. It is much more likely that an individual soldier will be unable or unwilling to complete a task than it is for an entire battalion, hence the tendency for skirmish games to be very dice heavy. When you get to the larger scale, where strategy is much more central to the model, randomness tends to be confined and constrained in it's influence as well as its extent. This means not only fewer dice, but also limits to the impact of those rolls, limiting the effects to essentially surprise reversal of fortunes, or the uncertainty of risky manoeuvres.

In this framework you can see that making an event random, especially making one truly random as opposed to a stacked set of probabilities, has a certain semantic power. That is to say that it has a meaning attached to it; in fact it is imbued with meaning by the context of the game and the design decisions made when the game's reality-model was devised.

In general, randomness in game design is about taking things out of the players' control. There is a big question in terms of games-as-games as to how much randomness should be included. This often includes questions about reliability of simulations as well as player enjoyment, participation and skill and is a fascinating and rich area of study and discussion, but isn't what I'm going to look at here. What I'm interested in is games-as-representations. Randomness within player actions obviously indicates what is out of their control, but it also suggests what is not pre-ordained; i.e. that which does not (or in the case of historical simulations, did not) have to happen. Applying this to the story of Joan of Arc points to what I think are some very interesting conclusions about madness and divine inspiration.

Joan of Arc considered herself divinely inspired, and considered her victories proof  that she was an agent of God's will. Although it is easier to trace destiny and teleology in completed events it remains pretty undisputed that she had a positive effect for France on the breaking of the Siege of OrlĂ©ans. If this effect was the result of special knowledge one would normally expect it to be modelled by providing the French with a strategically optimal path, or by weighting the game in their favour, but this is not the case.

Instead, Joan's voices are modelled in the game as a random events table. This does two things; firstly it suggests that her instructions were not direct from God, a position supported (regardless of your religious view on the matter) by evidence that the French prevailed despite their commanders ignoring her advice on a number of occasions, basically using her as a figurehead rather than a tactician. Secondly it suggests that her instructions were unreasoned, as even if the reasoning she employed was inscrutable or so heavily dense or obfuscated as to be functionally unknowable you would still expect them to be modelled as absolute.

The game suggests (although interestingly not explicitly), and then attempts to model, Joan of Arc as mad, in a sort of general sense; and this is unsurprising as it is the usual modern reading of hearing voices. But, by modelling this madness as randomness it enacts and embodies a common view of madness as essentially unknowable and capricious - as reacting not to what is there but to something else or by some hidden mechanism. It suggests that voices, even when not divine, are still essentially external and uncontrolled rather than a mechanism of the internal processing and presentation of ideas and conclusions, despite evidence that there are large numbers of people for whom voices do not equate to either mental distress or a psychiatric diagnosis.

Having said all of this however, it would be remiss of me not to mention a final possible reading: that Joan of Arc is being modelled as an unknowable and uncontrollable force to the French commanders. That is to say that, as a headstrong leader with her own ideas she was not always interested in following the proper chain of command, and in fact that tactical challenge is what immediately interested me in the game - just a little extra unpredictability to keep the players on their toes. But, while that still looks to be the way the game functions, I think that the implications remain as above. Joan of Arc is the title character, the leader who's decisions the player is most closely being asked to pit themselves against, which ultimately is the main draw of historical games such as this: the ever present question, 'could you do better than Napoleon?'

Thursday, 11 April 2013

Tomb Raider: Diary of a Madman

First things first, I absolutely loved Tomb Raider. It looks beautiful, the gameplay is very tight and the narrative and writing are exceptional. A few things about it didn't necessarily work, as is to be expected in any creative work, but there is one note which jarred especially with me. It's a minor one, it is entirely possible to complete the game without even noticing it, but that doesn't mean that it should be ignored.

So, there are spoilers ahead, mainly to do with theme. I've tried to keep major revelations to a minimum.