Category Archives: Game Criticism

Handout and slides from GDC Occult Game Design Presentation

A few people have asked me for the handout that accompanied my GDC Online 2012 Presentation, “Occult Game Design: An Initiation into Secrets and Mysteries,” so I thought I’d provide a link to it here.  The handout contains the names, dates, and brief synopses for the media referenced in the talk, including many games.

In addition, the slides for this talk are also available online for free at the GDC Online website, though a subscription is required to access the video recording of the talk.

Garrett: Thief as Magician


Despite the title of the game Thief, Garrett is more a magician than a rogue, or rather his thievery is a form of magic when successfully enacted by the player. Garret’s training in the monastic order of the Keepers involves abilities to become invisible that border on the supernatural, as well as the acquisition of arcane knowledge, including glyphs of power. The classification of Thief and the associated image of a dimunitive, cowled figure hiding in the shadows derives in part from the thief character class that originates in Dungeons and Dragons as well as the fantasy characters that inspired it, including rogues like Fritz Leiber’s Grey Mouser. Yet, Garrett’s abilities and actions are not constrained to hiding in shadows or backstabbing; he is a quintessential opportunist who does whatever he needs to get the job done. An extra objective available at higher difficulty level in the prison level of Dark Project involves retrieving Garret’s favorite “Hand of Glory.” The Hand is an infamous black magical artifact described in the Petit Albert grimoire as the severed hand of a hanged corpse taken from the gallows and used by cat burglars to evade detection by otherworldy means. As the Petit Albert explains, “The hand of glory [ . . . ] is used by villains thieves to enter houses at night without hindrance.”

In addition to this talismanic magic, Garret plunders magical artifacts and even engages in complex acts of counter-magic as he disrupts the extra-dimensional ritual of the Trickster in the Maw of Chaos or activates the glyphs in Deadly Shadows. It’s not surprising that Garret’s cowl and long flowing robes are equal parts monastic garb and magician’s robe. He is a Master of hiding and the hidden: literally, the occult.

When skillfully guided by a player, Garrett’s magic consists in his ability to “keep silent,” one of the four powers of the sphinx extolled by French occultist Eliphas Levi in The Dogma and Ritual of High Magic. Levi argued that magicians must learn “to know, to dare, to will, and to keep silent,” powers that he attributed to the four elements of classical antiquity (air, water, fire, and earth). To keep silent means literally to maintain the secrecy of the mysteries of initiation, but it can be extended as a metaphorical principle of efficiency and noiseless grace: in other words, stealth. As British occultist Aleister Crowley explains in his Confessions, “to dare must be backed by to will and to know, all three being ruled by to keep silence. Which last means many things, but most of all so to control oneself that every act is done noiselessly; all disturbance means clumsiness or blundering.” A stance of self-controlled noiselessness is the strategic condition of success in Thief and a style of gameplay that activates Garret’s full abilities as an avatar. “Disturbance,” “clumsiness,” and “blundering” are the fail conditions of the Thief series which assure detection and death.

Garret’s apparent physical weakness, signified by hit points sufficient only for a few sword blows from a guard, is counterbalanced by preternatural abilities of stealth. Ordinary mortals risk detection when they hide in shadows, because only the deepest darkness can reliably block out peering eyes. But when a player guides Garrett into shadow and reduces his light gem to pure black, Garrett can vanish, even as a guard walks a few inches beside him. These abilities are built into the game systems of Thief, which rewards ritualistic behaviors of stealth: always tread in the shadows, walk rather than running when possible, extinguish light strategically, and close doors behind you. While we never learn the ultimate essence of Keeper training (which is itself shrouded within the game systems of Thief), our success in Thief depends on our identification with Garrett and his training, which forces us to ask “What Would Garrett Do.”

The merging of stealth and mysticism gives rise to the arcane discipline of the Hassassins in Assassin’s Creed, whose credo “nothing is true, everything is permitted” conceals a mystical insight under the veil of anarchic nihilism: a Neoplatonic belief in the irreality of the sensible world. Altair, like Garrett, “works in shadows to serve the light,” or rather to unwittingly maintain the balance of the Keepers against which he rebelled. Thief teaches the gamers and game designers inspired by it that direct confrontation is often counter-productive, and that the ability to judiciously “keep silent” and move quietly is a higher magic than a carelessly tossed fireball or a poorly chosen word.

What profiteth it a man if he gains the world and loses his soul(s)?: Reflections on Demon’s Souls

Demon’s Souls is a dark, mysterious opera whose theme, expressed through gameplay and the unfolding of a powerful narrative, is the lure and peril of Faustian bargains. By opera I refer not just to the game’s occasional bursts of swelling sound, or even to solely to its understated yet epic narrative. Rather, I use the term in the same way that Richard Wagner envisioned an ideal future form of opera as “gesamkundstwerk” or “total artwork,” in which every aspect of music, libretto, costuming, and set design fused together to create an interactive, participatory mythology.

Mephistopheles

Mephistopheles

Demon’s Souls strikes me as operatic both in its overarching structure and its minute details; I first noticed this aspect of the game when looking at the loading screens between the game’s areas. These screens are a joy to pore over, as they provide larger-than-life full portraits of the game’s various characters, each dressed in some variation of black and gold. The characters’ costumes, lovingly rendered with the lush visual textures made possible by the PS3’s high-end graphics capabilities, look more like opera costumes than the typical orcs-and-elves garb. And, as in the best opera, these details contribute to a larger aesthetic and thematic end that manifests partially in the game’s black and gold color scheme. From the first moment in the Nexus, the game’s central quest hub, the shining obsidian walls glow with overlapping layers of golden sigils right out of some arcane grimoire. As we discover through the game’s hard-won fragments of narrative reward, gold is the color of demonic magic or “soul arts” in the fallen kingdom of Boletaria. This visual symbolism lends a dark edge to one character’s reminder to the player: “you have a heart of gold . . . don’t let them take it from you.”

Many aspects of the game resonate to the tune of an overriding aesthetic principle, expressed in disparate parts working together. This principle takes the form of a question, which might be formulated with the Biblical question “what profiteth it a man if he gains the world and loses his soul?” In the case of this game, the “soul” of the verse might be better modified to “souls,” since the demon’s souls of the title are the currency of exchange in Boletaria and the only way of increasing stats, leveling up, buying items, and acquiring spells. Demon’s Souls is an arduously, unrelentingly difficult dungeon crawl in which success is possible only through the tireless trial-and-error of multiple deaths and the careful cultivation of community knowledge and cooperation. Other reviews, such as those of Michael Abbott (a.ka. the Brain Gamer) and Gamasutra, have offered excellent analyses of the game’s innovative online features and their close relationship to game’s educational element. I’ve also briefly written about some of these features in comparison and contrast to other online games in an interview with Randolph Carter at grindingtovalhalla.com.

In this entry, I’m less concerned with these features and more with a resulting experience of gameplay: the experience of temptation. While Demon’s Souls is unquestionably a game that challenges, it is also a game that tempts. Because each new corridor and secret passage bristles with difficult-to-reach exotic treasures and haunting encounters, the game constantly teases the player with the dilemma of continuing onward to fresh challenges, or retreating while one still can with one’s stock of souls. One misstep sends an unwary player back to the very beginning of a level and strips her of all unspent souls, creating a very powerful and excruciating form of negative reinforcement. One often knows, naggingly, in the back of one’s brain, that discretion is the better part of valor, that one should stop while one is ahead and cut one’s losses by returning to the Nexus after accumulating any sizable chunk of souls. Yet, the game quietly whispers in one’s ear: “come on, go just a little further, there are untold wonders around that corner.” More often than not, listening to that voice, to the suave devil on one’s shoulder, leads to the disaster of losing one’s souls.

And that is the classic Faustian bargain: recklessly seeking power and knowledge at the price of the most precious spiritual essence. The game quietly but insistently reminds players that such bargains are by their very nature losing games in which even apparent success can be as damning as failure. When one does efficiently spend souls, one can gain tangible power—power in some cases so great, as in the high-level spells earned through defeating a Greater Demon, that it intoxicates. Yet, the wisdom of this method of gaining power through the harvesting of souls (sometimes of demons and sometimes of their wretched, addled victims), seems dubious at best. Soul exchange is especially risky given the backstory element that Boletaria was corrupted, and the archdemonic Old One awakened, through the use of Soul Arts. There doesn’t seem to be much escape from Soul Arts for, while a pious priest condemns the use of magic as demonic, and his magician counterpart preaches the glories of humanistic progress over binding superstitions, both magical and priestly arts involve trading in souls. As Matthew Weise has pointed out, there are subtle but strong metaphysical implications in the game systems, through dialogue and other clues, that magic and orthodox religion are both highly similar in their methods and moral (or immoral) valuation. They are also both equally useful from a gameplay standpoint: priestly miracles serve the standard healing and protective functions, while magic provides a variety of offensive and defensive effects.

(On a sidenote, the priest’s self-righteous, monotheistic glorification of the “God of this world” at the expense of other spiritual traditions evokes a mistrust in me that no doubt comes from many places, including a background in some Gnostic traditions, in which the apparent god of the visible world turns out to be synonymous with the demonic Archon. I’m anticipating a Lovecraftian switcheroo in which the priest turns out to be worshipping the Old One. I also notice slight implications that religion and solipsism may be mildly intertwined with each other, since the most costly Banish “miracle” allows players to negate the PvP aspect of the game, driving off the Black Phantoms of other players.)

Sage Freke

Sage Freke

However, I’m also fairly sure that, despite my class decision to be primarily a magician who totes a miracle talisman in his left hand as a healing insurance policy, the more esoteric and humanistic ambitions of Sage Freke the Visionary are just as dangerous and reckless; the exchange of souls for magical power is, after all, the classic Faustian bargain. Even if a fighter-class player managed to avoid the lure of both talisman and wand, religion and magic, he would still have to level up. And every attempt to level is accompanied by a haunting question from the Maiden in Black, the game’s central quest-giver: “Dost thou seek Soul Power? Then touch the Demon inside me.” Based on observations of other characters, major and minor, who have had congress with demons, the results don’t seem pretty. The presence of a character named Mephistopheles in a loading screen (I haven’t encountered him yet) suggests that these Faustian parallels are quite intentional and self-aware on the part of the developers at From Software. How deep or sophisticated these intentions ultimately go is less important to me than the way that insinuations and implications emerge from the synergistic fusion of the game’s mechanics, aesthetics, and narrative, from the single-player and social interactions that develop from the game’s intricate and beautifully, if somewhat sadistically, balanced systems.

I haven’t finished Demon’s Souls (I’m 59 hours in, not counting 10 hours spent on an abortive character), but I’m going to go ahead and make a statement that I’ve been mulling over for a while now, reluctant to seem rash or fanboyish. Demon’s Souls may be the best game I have ever played. (There is still a bit of a running competition with my other favorite game, Eternal Darkness: Sanity’s Requiem, which remains an example of top-notch design that may even bear some aesthetic and gameplay resemblance to Demon’s Souls.) Each (comparatively rare) time I progress in Demon’s Souls, new mysteries open up, and these narrative discoveries are buoyed up by the inherent pleasures of persistent challenge, intermittent reward, and aesthetic gorgeousness.

Tower of Latria

Tower of Latria

(Possible spoiler alert): Last week, at the gloriously and disturbingly nightmarish second portion of the Tower of Latria, I suspected that Demon’s Souls may have finally reached the threshold of my expectations for inspired level design. Last night, during an unexpected sequence that resulted from a mysterious narrative backfiring of the now-routine attempt to summon a co-op player or Blue Phantom, I became pretty sure that this is a game like no other. I can’t describe the sequence without entering full spoilerdom, but I will say it involved a room full of chairs and a large orange turban.

It is a testament to the design of this game that it can both inspire enthusiastic accolades and a cautious reluctance—the feeling of falling into a trap, a metaphysical and moral conundrum that insidiously creeps up on unwitting players and then pounces, to a soundtrack of blaring brass and sweeping strings. Like the voice of a demon. Like the sound of an opera.

Magic Systems and Meaningful Scripting

Runes in Eternal Darkness

Runes in the Magic System of Eternal Darkness

One of my next projects will be an article comparing the magic systems of various games, both conceptually and in terms of their underlying quantitative mechanics, as one example of how interactive symbolism can be programmed. As readers of Quests know, I regard programming as a form of procedural, interactive writing, which unfolds according to a set of rules that both constrain and facilitate player actions and interpretations. For example, the magic systems of role-playing games (tabletop, single-player, and MMO) comprise rigorous, quantitative rules for altering the physical and sometimes mental reality of a particular game world. Because these systems often involve glyphs, runes, and incantations, there are opportunities to encode meaning into a core game mechanic, as in the tabletop game Mage: The Awakening or the elaborate cosmology of Eternal Darkness.

Questions for research include:

  • How have different table-top RPG’s, CRPG’S, action-adventure games, and MMO’s implemented magic systems?
  • What are the origins of magic systems in fantasy novels? For example, the convention of having magic users memorize spells that are then erased from their memory after being cast derives from Fritz Leiber, but not from Tolkien (who eschewed direct references to the concept of magic in his work).
  • What is the relationship between game systems of magic and real occultist systems? (This treads on difficult ground, because of many gamers’ understandable discomfort with the association by fundamentalists of Dungeons and Dragons with black magic. However, Gary Gygax himself encouraged dungeon masters to consult encyclopedias of the occult as reference works, and Silicon Knights did thorough research into actual historical arcane systems in order to build the elaborate spell-casting system of Eternal Darkness. The table-top role-playing systems Nephilim and Mage: The Awakening both embrace mystical lore as metaphors explored through their game mechanics.)
  • Most importantly, as relates to programming practice:
  1. How did the World of Darkness mod (WoDMod) script the magic system of the Mage tabletop game into Vampire: The Masquerade Redemption?
  2. How do custom NWN scripters make their own spells?
  3. How could we as designers learn from past design of magic systems in order to make our own games’ magic systems both more fun and metaphorically resonant, so that we invest this aspect of fantasy with all its potential for symbolism rather than reducing it to the glitz and glamor of flashy visual effects without substance?

Castlevania, Legacy of Kain, and the Gothic in Gaming

My mainstream Nintendo game franchise is Castlevania. Some people love The Legend of Zelda, others Metroid, but I’m a Castlevania fan. Which is not to say that I have played a lot of Castlevania: only half of Symphony of the Night and Curse of Darkness, although I have watched a friend play through most of Simon’s Quest.
One reason for my enthusiasm has to do with Castlevania’s haunting music and its classical influences, especially in the tracks “Vampire Killer” and “Bloody Tears,” which are touchstones of my musical tastes. (When I played in a rock band, I often gave “it sounds like Castlevania” as a reason for covering songs by a variety of bands, from Opeth to Iron Maiden. Yngwie Malmsteen’s neoclassical metal, characterized by its use of the melodic minor scale and techniques like pedal point, also strongly resembles Castlevania stylistically). This essay by a musicologist offers excellent, comprehensive analysis of Castlevania music.

Another reason for my love of Castlevania has to do with level design and the spaces of the Belmonts’ quests, which were based in part on actual castles.

The third and most important reason for my love of Castlevania is that it is a classic example of Gothic gaming. Laurie N. Taylor is the authority on survival horror games and their relationship to the Gothic, which was her dissertation topic. My understanding of the Gothic is much less rigorous and detailed than Laurie’s, but my definition does involve a set of criteria.

By a Gothic game, I mean one that is
• Darkly romantic
• Horror influenced
• Sometimes haunted by demonic overtones and/or undertones
• Inclusive of vampires, werewolves, angels, demons, and black magic
• Often set in a castle, dungeon, dark forest
• Brooded over by an atmosphere of mystery and the arcane which lends itself to symbolism.

Of Gothic games, I am currently most interested in the Legacy of Kain series, of which I have played all of Blood Omen: The Legacy of Kain as well as parts of Soul Reaver 2 and Defiance. In terms of the relationship between gaming and literature, I am drawn to the Legacy of Kain series and its Miltonic overtones, as alluded to in the epigraph to Andrew Plotkin (a.k.a. Zarf’s) chronology of this time-bending franchise. Plotkin heads his diagram with the quotation:

“We attempt to trace the history of Raziel, who was cast down, and that ancient device which is lately called the Soul Reaver.”

Plotkin’s eighteenth-century prose style is consciously Miltonic, especially in the phrase “who was cast down.” The parallel is between Raziel and Milton’s Lucifer: both rebels against a divine being whose motives and actions are sinister and suspect, perhaps conferring upon the fallen angels the status of romantic hero or anti-hero.


I’ll have more to say about the Gothic in gaming and its relationship to design as these blog entries continue.