THE YAWHG

THE YAWHG
Damian Sommer, Emily Carroll
2013
PC

A great, impending doom is coming – when the season ends, The Yawhg will come, bringing untold death and destruction. The players each choose a character and, by choosing where to spend their time when, they tell a story of the last season before the great change comes. Each turn involves reading a short story prompt, making a choice, and then seeing the consequences. After everyone’s taken enough turns, the game ends, and you see how your characters lived.

This story is told with a sense of humor. There are vampires, drinking contests, streetwise burglars and vigilantes, potions gone wrong. While there is occasionally peril, your character is not going to die before The Yawhg arrives. The game luxuriates in strange, non sequitur experiences, like meeting an old man who asks you to stand against the sun and provide him some shade for a nap. Moments like these keep the game light and award all kinds of play. Tell your story – and tell it again differently next time.

The Yawhg released into a climate experiencing an independent multiplayer boom scattered across tabletop RPGs, board games, and video games, and it combines elements of all three. The branching narratives of The Yawhg invoke the Twine interactive fiction boom and matches games like Johann Sebastian Joust or Spaceteam. Its beautifully drawn art by Emily Carroll and its short playtime (a four person game of The Yawhg takes about 30-45 minutes) remind me of games like Tokaido and Agricola.

But the game The Yawhg reminds me most of is the tabletop RPG The Quiet Year, a map-drawing game where players take turns in a fantastic settlement drawing random events from a deck and, ultimately, facing down impending doom, the arrival of The Frost Giants at the end of the year. The two games are similar in their concept of offering more life in the settlement than just preparation for the End of Days. The taking of turns, drawing of cards as random events, and building of a collaborative story are kismet – the two games released at roughly the same time and appealed to many of the same people.

But what differentiates The Yawhg and The Quiet Year, apart from The Yawhg automating the process and taking about a quarter of the play time, is that The Yawhg centers on its characters whereas The Quiet Year is built around the community. The Quiet Year actually makes specific rules around not picking particular characters for each player – while you’re allowed to return to pet themes and storylines, The Quiet Year positions the players as responsible for both introducing the characters and creating the friction in their lives. The Yawhg uses its perspective within the characters’ shoes to automate that narrative friction and let the players imagine personalities without feeling responsible for eventually tearing them down.

The two games make beautiful companions for one another. Between them, I see a powerful understanding of the possibilities in the medium. Understanding the two next to one another creates dialogue about intention in design and tone management. I understand this reason for loving these games sounds so niche and dorky. I really appreciate having two variations on this idea, one aimed at the highest level of RPG players ready to create a story world together and take seriously its politics, economy, and characters, and one aimed at all levels of roleplay designed to laugh, look at some beautiful art, and relish in someone else’s great work.

DEPRESSION QUEST

DEPRESSION QUEST
Zoe Quinn
2013
PC

Depression Quest is a twenty minute narrative game that exists in text, a few scanned polaroids, and some sparse music. You read an account of living with debilitating mental illness and select responses the way you do at the end of a page in a choose your own adventure book. The development software, Twine, simplifies the process of flipping to page 94 by keeping all the threads invisible to the player. It’s very easy to work with, to the point where I’ve developed a couple of very short games in the system (none of which are currently online.)

The game’s primary innovation in the interactive fiction space is crossing out and making inaccessible some of the “healthier” responses to stressors or anxieties of daily life. It communicates very effectively the cognitive dissonance mental illness sometimes creates, where you know it would be better to call and cancel plans but conflict avoidance results in you just lying in bed until you get the “dude wtf” text. It would be better to take a shower and make a meal that actually has some real nutrition, but drinking too much beer is a lot more accessible right now.

There are other, equally brilliant games in the Twine space. One of my favorites, my father’s long long legs, is a fun horror short story similar in tone to some of Stephen King’s best. Another, With Those We Love Alive, combines folklore and fantasy storytelling to aim for a more literary direction. I spend a lot of time on itch.io, playing the free games that float to the top of their recommendations. Most are just fun little mechanics explored in a small game, and occasionally there’s some really wonderful narrative play happening.

A world outside of commercial video games used to be a lot more exciting. Just before the fall, it was chronicled in Anna Anthropy’s Rise of the Video Game Zinesters, a narrative of queer and feminist indie game developers creating new and exciting small games that cannot exist with the purpose of generating profit and appealing to the masses. Both Anna Anthropy and the author of With Those We Love Alive have since been credibly accused of abuse. The Video Game Zinesters are maybe the most fractured creative art scene I’ve ever followed. Most retreated from the public gaming sphere entirely when #Gamergate set its ire against them pretty directly, the movement stemming from a positive write-up of Depression Quest on Kotaku.

These small games I love are still being made, but the effort it takes to get people to play them is growing every year. The rise of gaming blockbusters like The Last of Us, God of War, Alan Wake, and my beloved Like a Dragon games have led to games as narrative artistry looking more like soap opera TV and cinema. Even some of the people who grew out of this scene, like Sam Barlow of Immortality and the post-Telltale effort of Campo Santo, have moved bigger and farther away from mechanics first storytelling. It’s not that I want these specific people back making the games again. But replaying Depression Quest is a reminder of a time where the future of games looked unpredictable because the possibilities were endless rather than because the arms race of the mass market was simply unsustainable.

MY NAME IS MY NAME

MY NAME IS MY NAME
Pusha T
2013

Of every rap album, this might be the one where the highest number of full verses wander back into my brain. Ten years removed from Clipse (whose “Grindin’” I maintain is the best song of the 00s,) Pusha T reclaims all-time status with My Name Is My Name, his debut album after a number of mixtapes exploring his identity and sound as a solo artist. Unlike many of the rap albums of the last fifteen years, the track list is sparse, with twelve radio length songs and zero bonus tracks or skits.

The musical variety on this album within that short runtime is impressive. There are aggressive songs that only make sense in the context of the house inspired album rap of Death Grips and Danny Brown. There are ballads that serve as alternatives to Drake’s sad rap – there are gritty, trap beat songs ready for NBA championship ads. Pusha unifies it all, from the movie references, the coke jokes, the stoic exhaustion of a man who’s been doing all this a little too long. He’s elevated to another level as a rapper, with the complexity of his flows and the energy of his vocal delivery reaching new highs. 

Normally I only do one video for these album write-ups, but this video is so incredible!

The list of collaborators is top of the industry then and now, including Future, Pharrell, Jeezy, 2 Chainz, Rick Ross, and Kelly Rowland. In a top 5 all time Kendrick guest appearance, “Nosetalgia” has a second verse that shatters the at-bats by everyone else. By the time the “taco meat laying on his gold” delivery arrives, I’m back in my little rap dork driver’s seat, hitting every line like I’m doing it at karaoke. The obvious bum note is Chris Brown singing the hook of “Sweet Serenade,” a choice I’d already feel shitty about given his history of abuse, but the hook also doesn’t sound especially good. You aren’t listening to My Name Is My Name for its kind heart – this is coke rap with violence at its outskirts (and sometimes center stage.) 

At some point, maybe I’ll feel like writing about Kanye West again. His work meant an incalculable amount to me for many years – his disintegration was probably less into being an offensive reactionary and more into being a very boring one. The closest I’ll come this year is his executive production on this album – while every song he’s credited for producing has an essential collaborator, it’s hard to deny the aesthetic overlap with his album Yeezus earlier that year. At the time, when I was hooked on the guy, I loved this album all the more for its part in that myth.

In my memory, this album retreats into the “yeah, it was cool when it came out, but how great is it really?” zone only maintained by cowards. The moment I hear the opening shrieks of that Hudson Mohawke sample and the insane beat on “King Push,” I’m all in forever. “CB4 when you rhyme, Simple Simon.”

KEY TRACKS: “King Push,” “Numbers on the Board,” “Nosetalgia”
CATALOG CHOICE: King Push – Darkest Before Dawn: The Prelude
NEXT STOP: Wolf, Tyler the Creator
AFTER THAT: Shook, Algiers

Why We’re Recording a “Game of the Year” Podcast

I sit down to write this listening to the soundtrack of my podcast’s past Game of the Year, Fez. Disasterpeace’s work on the game is as stunning as I remember; melodies are accented and transition in register and dynamic range with expertise. Fez was a game primarily about learning, but also about nature, science fiction, the life cycle, space, God, loneliness, community, the Internet, childhood, accidents, and its designer, Phil Fish.

I regret how little time we spent discussing Fez on last year’s Game of the Year podcast. Most of the panel had spent less time with it than myself and were complacent to crown it, preferring to debate the runner-up spot between Mass Effect 3 and Journey. An hour of impassioned anecdotes, defenses, analyses, and even attacks defined Journey’s #2 placement. The same was true of 2011’s Game of the Year Deliberations, consisting of a battle between The Witcher 2 and Bastion before crowning Saints Row: The Third.

It’s not that I dispute these choices; Saints and Fez were “my” games. But the process of discussing Game of the Year is focused upon relating to people’s experiences. That’s why we put out a podcast rather than writing a lengthy feature; essays about these games can be written outside of this context, but assessing individual experiences and relating to each other as a collaborative group can only be accomplished through conversation. We failed to engage upon our most beloved titles, and I resolve to correct that issue this year.

What we’ve come up with is a verifiable fleet of lovable games to represent the best of 2013. They represent a diverse spread of experiences possible with the medium; from minimal, humanist storytelling, to innovation in both storytelling and gameplay, to pure excellence in a known format, the games selected struck out to our panel as especially vibrant and viable. With the possible exception of StarCraft II: Heart of the Swarm, the expansion to the incredible Wings of Liberty, each could stand as an effective introduction to games.

Perhaps most meaningfully, I look at this list and have no idea which title will stand apart as our Game of the Year, inspiring me to believe we’ll have some amazing conversation.

And there’s still so many great games we’re not talking about, simply because they didn’t jump out at us quite as much as these 25 (not that there was a hard limit.) We’re not talking about Gunpoint, despite the fact that it reevaluates stealth design and excels in creating combat mechanics with personal weight that reflect their main character. We’re not talking about Guacamelee, even though it’s a very well-designed game that reflects gamer culture the way Borderlands 2 strove to achieve. We’re not talking about Studio Ghibli’s entry point into video games, Ni No Kuni, just because none of us had time to play it this year.

So, when our Game of the Year Deliberations come out, and we’ve reached our final top ten list, take it all with a grain of salt. The ultimate list part of this process is relatively arbitrary; it’s really about engaging with why we’ve chosen these games.

GAME OF THE YEAR 2014 NOMINEES

Assassin’s Creed IV: Black Flag

Animal Crossing: New Leaf

Antichamber

Bioshock Infinite

Call of Juarez: Gunslinger

Depression Quest

Divekick

DmC: Devil may Cry

Dota 2

Far Cry 3: Blood Dragon

Fire Emblem: Awakening

Gone Home

Grand Theft Auto V

Metro: Last Light

Nintendoland

Papers, Please

Pikmin 3

Pokémon X/Y

Rogue Legacy

Saints Row IV

StarCraft II: Heart Of The Swarm

Super House of Dead Ninjas

Super Mario 3D World

The Last of Us

The Legend of Zelda: A Link Between Worlds

The Stanley Parable

Tomb Raider

Thoughts On “Star Trek: Into Darkness” and Character Humanization

When I saw Into Darkness about a month ago, I expected I’d enjoy something else less by this point in the summer. But, due to my failure to see some of the summer’s larger “disappointments” (again, I haven’t seen them,) Into Darkness remains my summer bummer.

 

To be blunt, large parts of the movie are still pretty cool. Aside from the moments where Dan Mindel properly conveys thematic statements through cinematography, it’s the parts where characters just talk to each other. Whether comedic or dramatic, it’s usually very, very engaging. The characters that receive focused are well executed and generally well acted. They’re snippy, funny, and have fantastic chemistry, and they’re occasionally capable of engendering some real pathos.

 

Shining amongst the examples is an early scene where Kirk winds up in a long elevator ride with Uhura. They’re about to set off on their primary mission for the film; Uhura, off-handedly, asks the captain if everything’s all right; everyone else thinks he looks kind of exhausted. Even before the tragic events that lead to the mission they’re embarking upon, Kirk was drinking himself into a stupor; Kirk has since been “put upon,” to underemphasize things. He says he’s fine.

 

Then, he doubles back to say “no, I’m not okay.” He explains that one of his beloved crew has quit and that he’s full of self-doubt and grief and has no idea what he’s doing; we’re witnessing the makings of an anxiety attack or depressive breakdown. It’s a fascinating moment in a film thus far bereft of these deeply emotional scenes. To top it all off, Kirk is arguing with Spock, who Uhura is dating at the time. She vaguely implies that she and Spock aren’t exactly sailing smoothly either. Kirk takes this as a moment for his own bravado, joking about the idea of having a lovers’ spat with Spock.

 

This is the last we will see of Kirk’s self-esteem issues, grieving, or anxiety. In fact, apart from a follow-up conversation in regards to Spock’s fight with Uhura, this is the last deep angst we’ll see out of any of our characters that doesn’t come in the form of a right hook.  Somewhere, a writer had a pathological arc for Kirk to become the bold captain we know him to be, but all traces of it but this one scene are struck from the script.

 

On the one hand, I want to congratulate them for even including a hint of that level of complexity; on the other, I chastise them for not making the more interesting film. What’s even left to beg for? Apparently, Iron Man 3 offers multiple nervous breakdowns that don’t facilitate the plot, and The Dark Knight Rises gave Christian Bale more screentime with a broken back than he got wearing a cowl. Prometheus, a film filled with ambition, made its budget back more than threefold. An ambitious, cerebral, empathetic megahit is entirely possible.

 

It’s not like J.J. Abrams is incapable of making something with heart; Super 8 is a perfect example of his repartee on full steam, without a massive budget to bog him down. And when Into Darkness abandons its more seriously interesting character arcs, it becomes a lot harder to forgive the empty plot, ridiculous fanservice, marginalization of all non Kirk/Spock/Cumberbatch characters, boring action, and truly awful ending. Delving into that stuff would require seeing the movie, and, unfortunately, I don’t plan to make that happen any time soon.

I’ll leave on a hopeful note, though. A similar note of humanity come in an early scene in which Spock accepts his oncoming (and subverted) demise. The score and cinematography aspire to the same heights Prometheus achieved last year. These short bursts of pure empathetic filmmaking reminded me of what the Star Trek film series can be; hopefully, with the somewhat unremarkable performance of Into Darkness domestically, a scaled back budget will force the Abrams understudy who takes over to really study what truly works about these first two films.