Fallout: New Vegas, WoW and The Witcher.
Yes, they are all RPGs - very observant, here's a cookie - but they interact in a way slightly funnier than that.
Fallout 3, New Vegas's predecessor, was significantly less than impressive for me - the only positive memory of it are the side stories, which for the most part were quite interesting (the one in the museum was really nice). Well, come to think of it, the scenery and atmosphere were actually pretty inspiring too. But that's about it.
The main quest, on the other hand, was - apologies for the bluntness - a turd. If you thought that recycling FO2's bad guys and somehow transporting them from the middle of the Pacific to Washington D.C. wasn't funny enough, well, Bethesda actually managed to recycle the Enclave's objective AND largely the method they would use to accomplish it - while adding a couple of dramatic twists that, while touching (I'm a sucker for cute, kind-hearted girls and tragic endings), weren't really very Fallouty.
In the end, I played through FO3 once and never looked back. Yet the meaning of the fact that Fallout, my teenage years' primary fantasy, had been turned into a console blockbuster - I don't mean that in a good way - was somehow lost on me.
Now, this past weekend, somehow lacking the spirit to work the calluses on my fingertips philosophizing about WoW, I found myself looking at Fallout: New Vegas. Obsidian Entertainment developed it using the Fallout 3 engine, and the result was (as is often the case with Obsidian games) praised for its story and spat on for its technical issues. Well, technical issues don't annoy me very much. I'm such a save/load addict that gameplay interruptions are really part of the experience.
So, succumbing to the whispers of that dreadful imp of consumerism, I shelled out $40 for FO:NV's "ultimate edition". Turned out to be disappointed. It's pretty much the way one would expect - nice background fiction, characters are more worthwhile than in FO3 - it's more "Fallouty" all around. But it's still miles away from the originals simply because it sticks to the abominable Bethesda RPG-FPS model. Best not go into detail. Bottom line is, it got me thinking about the drawn-out death of introspective, artistic gaming and the rise of mass production.
If you rear your head a bit to look at the overall state of gaming since the turn of the century, the trend is clear as daylight. The most noticeable thing is that the number of players boomed (and as a result, the number of games being pumped out by developers), as computers became cheaper and easier to use, and consoles even more so. The "nerdy age" (which could also be called the "romantic age") of gaming was drawing to an end.
WoW is a great example of that trend. Starting out as an "accessible" alternative to, specifically, EverQuest, it quickly rose to the stratosphere in popularity. And it continued to climb as more and more conveniences were added. When Blizzard put down their collective foot and drew a line in the sand - "it ends here!" - the market turned on them with a vengeance. Mindful of the almighty money, they quickly brought the game back on the path to Farmville.
From the moment when I stepped away from WoW because the 4.3 heroics and LFR disgusted me, up until this past weekend, I held on firmly to the belief that Blizzard could not possibly get away with dumbing down the game so much without suffering consequences. But then came New Vegas. And then what finally made my mind snap: a re-run of The Witcher.
Now, The Witcher is incredible. In many ways it goes back to the roots of RPGs, though not without making concessions to accessibility. In the game, you play a witcher (yes, really), a magical mutant engineered for combat and rendered infertile in the process, who (in theory) wanders the world killing monsters for money. But the world is changing. Humans are increasingly numerous; the elder races (elves and dwarves) are being persecuted, and their numbers are dwindling; witchers themselves are increasingly seen as freaks, and common people are largely finding ways of making do without them; plus, the secret of their creation (for it was a secret) has been lost.
It's hard not to see the parallel. Games were once something special, too. Only those willing to shun "normality" were allowed. To those outside it seemed like an arcane world, and in many ways it was: setting them up required knowledge of computers; being drawn in by them required an extraordinary amount of "suspension of disbelief"; and the difficulty was often unforgiving. Fast forward to today, and gaming has become incredibly mainstream. Every average (and below-average) Joe out there can pick up a game at Wal-Mart, stick it in their mass-assembled computer and start blasting away at the bad guys ("here! It's red! It's ugly! Shoot it!"), reveling in their newfound power. As much as one may despise Joe's simplicity when it comes to games, however, his money is just as good as anybody else's.
Mass production is a curious thing. There can be no doubt that it substantially increases the standards of living of the vast majority of people. Yet those who enjoyed something of a monopoly before the advent of mass production can't help but feel that something is missing. Is that true?
In The Witcher's world, the dying elements of a time past are without a doubt impressive: witchers with their strength and lightning reflexes, sorcerers with their fearsome magic, elves and dwarves with their peculiar idiosyncrasies. There's a clear sense that the world is, in some way, poorer with the fading away of such things and the rise of the average Joe.
It's not so clear in the real world, however. Coming from a free-market, pro-capitalist worldview, I often find myself at odds with people who bemoan the current industrial civilization and yearn for a return to the olden times. Clearly, industry made living standards skyrocket across the board. Necessity and luxury goods became available to incredible numbers of people who would have died in other, less affluent times. It's hard to fathom how anybody could want to go back to pre-industrial times.
And yet, funnily enough, here I find myself sad at the realization that gaming has passed through that exact same process of massification. And it's probably fair to say that something is lost in the process. Character and originality become far less important than digestibility and compliance with accepted industry standards.
Sad though it may be, it can't be stopped. Who knows? Maybe "mainstream" gaming is only a temporary fad that will go away. It's healthy to be a long-term optimist. For the moment, however, it's best to resign oneself to this fact of life, trying to make the best out of what the software factories produce. It's not all bad, and besides, it's useless to argue. In the end, scarcity (represented by money) wins the discussion simply by talking much louder than all the other arguments combined.