Sunday, July 17, 2011

A General Look At: Medieval Setting

Welcome to Pixellated Culture. This week we're going to do something different and look at a general aspect of gaming.

Many games use a setting that involves kingdoms, knights, bards, and potentially wizards and dragons. This tends to come in two flavors: the medieval setting and the standard fantasy setting. Today we look at the more historical medieval setting, the next post will be looking at the standard fantasy setting.

Off the top of my head, I thought of the games that use a medieval setting. My list was a little lacking because I tend to play more of the standard fantasy setting. And this is one of many reasons I'm so happy Google and Wikipedia exist. I'm going to put a nice disclaimer here that I haven't played any of these games so some of what I say could be inaccurate. Feel free to correct/support/add on in the comments.

When I did get a list, a glance lead me to a further split: how historically accurate the games are. Here we take a look at what the medieval setting is used for. Some games are about reproducing the life and events of the medieval era.  Ethereal is a new game that actually took data from SCA combat (which tries to be as accurate as they possibly can) to make a mulitplayer medieval combat sim. They were interested in reproducing the battle style as opposed to event, but still wanted historical accuracy. Similarly, Stronghold appears to be more interested in being semi-accurate. In Stronghold you are a Lord and are concerned with making your area a stable economy and being protected from invaders as well as gaining new territory. The battles are based more on realism and have fire be very dangerous for your area as pitch, boiling oil pots, wood and thatch were all present, some of those in abundance,and nicely flammable. Yes it uses standard RTS controls, but is more accurate than some others.

And here we see the other side of the medieval setting coin. Stronghold may not sound like an exact historical replica, but it uses the same medieval setting as Medieval: Total War. This too is a strategy game, made by the same guys who made Shogun: Total War, but things get a little silly if you think about it. You start as the nameless head of a faction (no guarantee you are the king, just some higher-up guy) and then through time, fighting, diplomacy and so on you can basically be King of Europe. Some famous names like Richard the Lion Heart and Saladin do get dropped as your generals but you can take over everything in Europe. Factions who should be fighting constantly bow before your will as you basically become the next Alexander the Great. Yes there is some historical accuracy here, but there are also a lot of liberties taken.

The difference between the medieval setting and the standard fantasy setting are in degrees of fictionality. But instead of being total opposites, there is a sort of sliding scale. For example, Jeanne d'Arc is a game with roots in the story of Joan of Arc and the Hundred Years War. It then promptly adds magical gauntlets. This sits squarely in that middle ground where there's enough historical base to say so, but also lots of fantasy elements that don't totally override the historical stuff.

For other games. The lines are not clear cut where they stand. Where would you put Vampire: The Masquerade- Redemption?

Looking at these examples of games, I'm curious why developers choose to do what they do. Mostly by comparing the two strategy games. On the surface they look very similar, but one choose more historical liberties over the other. Why? Why even remain historically accurate in certain situations? Does it make the game more compelling or was it because they didn't want the label of fantasy? Let me know what you guys think and I'll see you next time for the discussion of the standard fantasy setting.

Sunday, July 3, 2011

Silent Hill Shattered Memories: A Memento Of You

Welcome to Pixellated Culture. This week we'll be looking at one of the story devices in Silent Hill: Shattered Memories.
Image from the Silent Hill Wiki
I know some of you may object saying I've already done Silent Hill (and on a Lit Day no less), but Shattered Memories takes the series in a totally different direction. This is obvious if you look at the storyline of Silent Hill. Shattered Memories cannot fit with any other game other than the first and provides a distinct split in the storyline. It cannot exist along side SH2, SH3, or any of the other games except the first and then only for one of the many endings (spoiler: for the curious, the ending where SM meet SH1 is the Dying Dream ending). Therefore, SH:SM is basically a game unto itself and the mechanic were looking at only exists in this game.

SH:SM takes place in them titular town as most of the other games do. You follow Harry Mason as he runs all over town looking for his daughter. Yes this sounds remarkably similar to the first game, except you don't have weapons and you have a smart phone. This games makes no mention of evil cults or religion or any other staple of the other games' plot (there are still aliens, so you still get one funny ending).

Harry Mason wanders all over Silent Hill looking for Cheryl, every where from his home to the shopping mall to the high school. The game does encourage mild exploration with cute little references and collectibles called mementos.

Mementos have no gameplay purpose. They do not unlock anything. They are there to collect. However, they do serve a minor story purpose. The mementos are not for Harry, they are for Cheryl. (There are spoilers from this point.) Harry collects mementos in the game, but we never see him do anything with them. The player is hard pressed to find any significance in them. That's because all of these mementos are trinkets accumulated across Cheryl's life. Harry shows no sign of recognizing these objects, as many, if not all, of them came after Harry died. The end of the game reveals Cheryl is the one in the therapist's office and she is much older than the little 7 year old Harry thought he was chasing.

All of the mementos allude to a part of Cheryl. These objects have subtitles alluding to their greater significance. The first memento you find is a snow globe with a lighthouse inside called "A Winter Beacon." This alludes to A) the winter weather outside B) the lighthouse is a beacon for the player to eventually get to C) the therapist's office is called The Lighthouse. This little trinket shows where Cheryl currently is in her life and provides a dose of foreshadowing. This is just one example of the many mementos available.

Many players dismissed the mementos once they realized it didn't affect the game. However, these things represent how Cheryl grew from the innocent child to the woman we see in the therapist's office with a criminal record. There is one gameplay event. There is always a scene with all the mementos the player/Harry collected across the game in a box. Cheryl takes one more look in the box before closing it up and leaving it in the attic. A fresh start for young Cheryl as she is able to put all the memories aside and continue with the life after Harry's death for the first time.