61 Frames Per Second

Whatcha Playing: How Many Buttons Do I Gotta Push?

Posted by John Constantine



Last week, while watching video of Final Fantasy VI, I commented to my colleague Pete that old Final Fantasy is not fun to watch. He laughed and replied, “No comment.” The inherent absurdity of what I’d just said wasn’t lost on me either. There’s a constant disconnect between you and the activity in role-playing games. You select an action from a menu and then watch your avatar on the screen carry out the command after the fact; more often than not, you only watch the game. The basic design of an RPG necessitates strategy behind each selected action, but most RPGs are so simple that you can win by just pressing a single button to do one thing over and over again. I love role-playing games and, if I’m completely honest, I can admit that I get immense satisfaction of pressing that one button repeatedly and watching numbers (a character’s attributes or any other arbitrary statistic) rise as a result. Sometimes, just pressing a button is enough for a game to engage me.

This past weekend, I spent a couple of hours playing through Phoenix Wright: Ace Attorney on the Nintendo DS. I’ve missed out on the series over the past few years. There are only so many games a person can play. The Ace Attorney games are part role-playing, part point-and-click adventure, and part comic book. The amount of interactivity you have in the games' murder investigations and bizarre court trials is extremely limited even though you are tapping the touch screen – Ace Attorney’s one button – repeatedly. After playing through two of the game’s five cases, I realized that I wasn’t enjoying it very much. I couldn’t figure out why. The characters were charming, the activities novel, the dialogue entertainingly eccentric. Then it hit me: there’s no threat of failure in Ace Attorney. It’s possible; take one too many incorrect actions in court and the game stops. I came close to that breaking point in the game’s second trial, and was truly stumped as to how to proceed. Then the game took over, a character told me that I’d already won, there was just one thing left to do. The drama was interesting but the game wasn’t anymore.

How many buttons do I have to push for a game to be a game? Is the capacity to win or lose in a game essential to the experience? If so, what does that say about simulation games like Animal Crossing where it’s impossible to win or lose? I’m not sure if my experience with Ace Attorney says anything about design but I do know that it’s one that’s gotten me thinking about why we play at all. Good food for thought.


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    John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

    Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Nerve, Pitchfork and MoCCA, among others.

    Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

    Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

    Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

    Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

    Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

    Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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