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Tag Archive for amazing stories

The Issue with Aliens

You knew we were going to get here sooner or later, didn’t you.  One of the most interesting things about aliens showing up in videogames is that they often serve the same purpose as they do in broader science fiction.

So let’s talk about aliens in videogames a little bit. You knew we were going to get here sooner or later, let’s be honest. When you say “science fiction“ to your average person, rocket ships and aliens are the two things that come to mind first.

Rocket ships we will tackle another day.

Video games love their aliens. When games first started out, decades ago, there was a resistance to having human-form enemies. Mowing down ranks upon ranks of little pixelated people was simply not the way things were done. Never mind the fact that the state of graphics at the time gave you “people” that were on a par with your two year old’s first chicken scratch attempt to write his or her name.

In response to this, having your game take out hordes of aliens, or zombies, or skeletons was an easy way to get humanoid looking enemies while not crossing that invisible line that denoted people as bad-guys was one step too far for light entertainment.

When games went from arcades to early consoles and PCs, the restrictions on enemy “humans” got lighter, but by then it had been baked into the culture.

And as an industry we have used aliens heavily ever since. Not always in science fiction stories (okay, granted, some might argue that the mere presence of an alien from outer space categorically defines a work as science-fiction, but I would argue that you’d need to look at the use-case… *cough cough GTA*). Sometimes it’s a tongue-in-cheek presentation, sometimes there’s a key element of plot that revolves around an alien presence, sometimes they’re just there as enemies, as friends and all the grey* spaces in-between.

Galaga

Faceless opponents:

Faceless hordes are the oldest trick in the book where videogame aliens are concerned. Earliest games like Galaga and, of course, Space Invaders just threw hundreds of copies of the exact same sprite (or pre-programmed set of pixels) at you over and over.  Sometimes in waves, sometimes in small strike forces and every so often you got to fight a big, bad boss. Because the levels were often “procedurally generated” (ie, created by the software following a set of rules, rather than designed by hand) these games could literally go on forever, if you had enough quarters in your pocket.  

Space Invaders

These types of “wave tactic” aliens show up in literary science-fiction as well. Novels like “Starship Troopers” boast aliens who rely on the kinds of military tactics that involve throwing hundreds and hundreds and hundreds of bodies at an opponent, overwhelming them by sheer numbers rather than brinkmanship. While literature has the time and pacing to go deeper into the motivations of these kinds of aliens, in “wave” games the focus is usually tightly tied to the gameplay mechanics and the motivations are left to the imagination of the player.

XCOM: Enemy Unknown

While many of the early 8-bit games relied on this kind of wave attack to extend gameplay time (and to keep you feeding quarters into the machine), more recently they have evolved into RTS (Real Time Strategy) experiences.  The pace is a little slower, but the enemies keep coming and, beyond the basic “invasion” premise, the specifics of why they are invading and who they are tend to stay very sketchy in-game.  They are invading, you’re defending, get down to business.

They’re not all bad:

The alien with the heart of gold is a popular idea, not least of all because game players love the idea of a redeemable villain.  Sometimes the alien is the protagonist (as played by the gamer), sometimes a sidekick or sometimes a helpful NPC (non-player character).

Alien Hominid

Most of the time when we find the “not all aliens” idea popping up in games, we have a clear point of reference between the “good guy” alien helping us out and the cast of characters arrayed against the hero. (This, by the way, is a different scenario than a traitor “mechanic” which is rare in videogames, but pops up a lot in traditional tabletop games).  In order to make this effective, the presence of the “good guy” alien is often revealed later in the game and the player is often privy to the events that cause this change in the alien’s mindset.

Halo 2’s Arbiter.

In Halo 2, for example, we are introduced to the Arbiter, a disgraced Elite warrior of the Covenant who is offered a chance to redeem himself by taking on the mantle of Arbiter (a position nobody holds for long).  The game then splits the player’s gameplay time between the Master Chief and the Arbiter as both storylines head towards a collision.  By the time they meet in-game, the Arbiter has achieved a greater understanding of just how his people are being manipulated and the Master Chief has come to understand that the Covenant are not just a monolith.  There may be a way to bring some of the Covenant factions over to humanity’s side of the fight.

They are way cooler than us:

The deeper we get into the backstory of any aliens involved in a videogame, the more narrative elements the game is going to have.  On the simplest end, we have our “invading aliens” shooters like Space invaders, but at the complete other end of the spectrum we have large, complex action RPG’s like the Mass Effect series of games.

Not only does the braided narrative of Mass Effect allow the main character to develop along the lines of a player’s personal preferences, but it incorporates multiple smaller storylines as well as an extensive Codex or world and background information on pretty much everything in the world a player might need to or want to know.  This level of depth allows the game to deliver multiple elements on the theme (Forerunners, as an example) that would normally be more effectively done in a literary form.

Much like different races (Orcs, elves, etc) in Fantasy RPG’s, aliens in these larger-scale properties tend to be better than humans along a particular axis.  Stronger, faster, better able to use certain technology, psychic, whatever the improvable characteristics are, you will find them sorted between the different alien groups with humans as the “base standard”.

Comedic intent:

Funny science fiction is a subset of the genre that comes and goes depending on the talent that’s available to write it.  Some years we have works of literary genius, some years everything seems to fall flat.  Comedic intent can be anything from wry tongue-in-cheek references to popular culture and alien bobbleheads popping up in your hot-rod’s glove compartment to full-on situational comedies involving romance, mistaken identities and good old-fashioned fart-jokes (because every culture, on every planet, has a place in its heart for fart jokes).

There is an inherent ludicrousness in the presence of aliens in standard urban environments and scenarios.  In the much beloved “Surgeon Simulator” we find a game that already borders on the silly, due to the sub-par physics-based nature of the controls, taking it one step further by handing the player an alien autopsy to take command of.  Sometimes they are a perfectly serious inclusion in an X-Files type scenario, sometimes they are an out-of-the-box type situation (a-la Valente’s Space Opera) where the entire narrative, from the aliens to the circumstances is so far outside the norm that everyone involved just accepts the wackiness and moves on with their lives.

*speaking of humor, you didn’t think I could avoid working at least one pun in here somewhere, did you?

Wrap Up:

In videogames, aliens are one of the most versatile elements you can work with.  From providing much-needed comedic relief to setting the basis for a well-balanced race and class system, adding aliens can mean adding critical gameplay elements and narrative backstory that will improve a wide variety of game styles and genres.

Terraforming in Games

Welcome to the first of a monthly series on science-fiction in video games. The full version of this article can be found over at Amazing Stories, and the abbreviated version gets posted here a month after.

Terraformed World

Making the uninhabitable a nice place to be since 1942.

The goal is not to deliver a “how to video game ur sci-fi” series of posts.  I want to take a look at how closely science fiction in games is entwined with the science fiction expressed in books and other media.  Sometimes it’s licensing, sometimes it’s homage and sometimes is it something new and unique.

So let’s start off this column by looking at the worldbuilding of a recent entry, “Anthem”. Anthem is a new type of product referred to as a “split narrative MMO”. It’s best described as a single player story cleverly couched in a massively multiplayer online world. The game is from BioWare, a studio known for building deep storytelling experiences within their games.  They handle both science fiction and fantasy narratives with equal grace and engagement.

Underpinning all the bright colors and big alien sky, the world of Anthem contains a classic “man vs nature” backstory. Some time long ago, the planet was terraformed by an object called the “Anthem of Creation.” Along the way, someone failed to turn it off, resulting in a planet with an ecosystem that is in a state of constant, dangerous flux.  The formerly enslaved human population has overthrown their alien masters and begun to thrive despite this ever-changing and sometimes openly hostile environment.

In 1942 the idea of terraforming first shows up in a short story written by Jack Williamson (under the pen name Will Stewart). At the time he used a more hand wavy “far-flung future“ science in order to make this happen. Much like Williamson’s original work, and the work of the many many authors to follow, Anthem is less worried about the “how” of terraforming and has instead focused on the end results (and the challenges that they bring).  

In action-heavy games the lens of time is always dedicated to the immediate, human-scale view.  This means that terraforming in hard-science terms is difficult to work with.  In video-game terms, if we want to include the environment as a potential hazard/ally, this timescale is simply a non-starter. Instead, Anthem has embraced the more catastrophic short form terraforming that you see in places like Star Trek: The Wrath of Khan’s Genesis device, or the Arkfalls from Defiance. Not only does it make for a much more visually stunning environment, but it allows for a great many incidental hazards for a player to overcome, allowing the design team to build towards a more emergent style of play to fill in the gaps between the must-do missions that push the story forward.

This aggressive terraforming idea serves as the core foundation on which the game mechanics and story are built.  In order to first overthrow their enslavers, then later deal with a constant onslaught of threats driven by the Anthem running off the chain, the human population develops the “Javelin”, a powered exo-suit via which the player can survive encounters that would turn even a top-form human physique into a sticky paste.

The Javelin provides the perfect vehicle (no pun intended) by which the player can customize their experience.  Different Javelins support different styles of play.  Over time there are modifications and upgrades that players can pick and choose from, earn or outright purchase, thereby feeding the beast of in-game transactions (and ensuring the ongoing creation of new game content).  Upgrading the Javelin is a personal and immediate action, the suit becomes the tool by which we give the players agency.

The exo-suit has been a very popular piece of kit in the more action-driven science fiction games for over a decade. From the vehicle-scale, human controlled machines in games like Titanfall or novels like John Steakly’s Armor, on down to the entirely robotic frames of Warframe or the more lightweight frames of Elysium, they are a solid “science fictional” way to rationalize the ability of one person to punch through an army of killer robots.

You can put off the danger for another day maybe, you can wrap up a mission, close out a chapter, but this does not a long-form narrative make.  Anthem, like so many stories before it, has tackled this need for conclusion by introducing a villain and, of course, taken advantage of the biggest, shiniest piece of science fiction on the planet, the terraforming engine itself.  So now we have not only the immense, uncaring power of the Anthem, but we have a near and viable threat. We have a bad guy looking to take that power and put it to deliberate use. Something that requires immediate (for human-timescale values of immediate) action, which is something game players find supremely satisfying to deal with.

As we all know, once you create a world that clicks, the fans of that world, be it Anthem or Gotham City, are going to consume as much content as they can lay hands on.  They will be perpetually hungry for new stories, new characters and new toys. If you’re lucky, you’re going to get a bunch of players that take your world and run with it, giving you a vibrant and active community. By going with an active terraforming scenario, the team at BioWare have given themselves (and us game players) an open door for everything to change in the future and thereby ensure the vitality of the game for years.