Monday, December 1, 2014

Is Nintendo handling Amiibos right?

What to do about Nintendo's Amiibos? For those who don't know, Amiibos are basically little figurines of Nintendo characters which you can buy and then use to interact with games on the Wii U. It's an obvious ripoff of Disney's Infinity franchise, though I don't necessarily care about that. Sony tried to copy off of Smash Bros too and quite frankly I'm all for having more fighting games in that unique style, so I didn't fault Sony for doing that either.

Nooooooooooooo!
To be honest though, I never really liked the idea of Amiibos. It comes off as gimmicky and is ripe for abuse as a glorified locked content method. From the perspective of physically enhancing the gameplay, you can't really do much with the Amiibos beyond just slapping them on your controller and watching them transfer data, and from the perspective of virtually enhancing the gameplay, it comes off as just a way to lock content behind an arbitrary pay wall. I just don't see how it makes things more fun in any way meaningfully. The only reason I would find Amiibos worth the investment is not really for anything related to gaming, but because it would be cool to have little statuettes to decorate my room with. I would be much more inclined to be on board with these figures if they were just marketed as collectables and room decorations.

In spite of all this though, I have to say that if Nintendo absolutely must follow through with these figurines, they are otherwise handling them reasonably. The in-game enhancements so far have been minimalistic and don't make you feel like you're losing out on a huge chunk of content. Some critics have expressed disappointment that the Amiibos don't offer enough in-game content, but the way I see it, this is actually a good thing, because the more content that is locked behind an Amiibo, the more it feels like Nintendo is bullying consumers into buying them. It's the equivalent of day one or disc-locked DLC basically.

So as long as you buy these figurines with a collectable mindset and aren't expecting much out of them, I think the purchase is justified. Nintendo has been treading a fine line between harmless gimmick and marketing abuse, but thankfully so far they have been remaining steady and fair with the Amiibos. That could easily change in the future though.

Sunday, November 23, 2014

Has Microsoft done enough to revive the Xbox One?

I found out an interesting statistic the other day regarding the current-gen console war. Of the three competing systems, the PS4 had the highest number of 80+ rated Metacritic scores, sitting at 51 games. The Wii U surprisingly comes in at a close second with 45 games, and even more surprising, the Xbox One ranks third with only 26 games; that's a full 19 games behind its next nearest competitor. While conventional wisdom of the industry seems intent on deeming the Wii U irrelevant, these stats by no means reflect a terrible position for the Wii U to be in considering how much it gets labeled a system with no games. Of course, Metacritic scores certainly aren't the end-all-be-all way to judge a console, but with Microsoft trailing so far behind here, I thought all this might be a good lead in to the big question of the day: has Microsoft done enough to revive the Xbox One?

Don't worry Phil, your luck can still turn around.
We know at the time of the system's announcement, Microsoft quickly fell into some very hot water for their terrible online DRM policy, which they have obviously since removed. And with Phil Spencer taking over the Xbox Division of Microsoft, they have also made great strides in making the cost of the console more competitive with the PS4 by ditching the Kinect 2.0 requirement. Phil has generally kept it real with consumers and has been handling the Xbox Division with a level of honesty and integrity that is a huge breath of fresh air compared to where they started. But even so, where does this leave the current state of the console?

Well, the Xbox One is still relatively the same price as the PS4, but with a slightly weaker hardware set and arguably not as strong of a game library overall. That still doesn't look very convincing to consumers who might be considering Microsoft's system over Sony's. Combine that with the bitter taste that many gamers still have left in their mouths from the whole DRM debacle, and that's all the incentive players need to still go with the PS4. Simply undoing bad decisions isn't enough for the Xbox One because that only puts it on roughly the same level as the PS4 but with a bad aftertaste to it; it doesn't suddenly make the Xbox One the more attractive console. So is there anything more Microsoft can do to make themselves more competitive against Sony? I think there is.

Of course, the obvious thing they could do is get more exclusives, and not just half-baked timed exclusives that will eventually release on other consoles or PC like they've been doing, but strong first party exclusives that would offer amazing experiences you could only get on their console. However, this is a more long-term goal that would not be able to produce immediate results like they need right now. So what could Microsoft still do to seal the deal with consumers right now?

Get rid of online fees. Make multiplayer on Xbox Live free. Seriously, I'm not joking. This has been a longstanding pet peeve of mine that has soured my view of Microsoft even before all the DRM nonsense. It is my perspective that console gamers were exploited during the launch of Xbox Live for the original Xbox system. They were largely unaware that PC gaming had been providing free online multiplayer long before, and it was a perfectly sustainable model without needing to put a large chunk of content behind a pay wall. This is just straightforward ripping off the consumer, and I never excused Sony for doing it either when they changed their PlayStation Network policy with the PS4. This is all the more reason why now is the best time for Microsoft to do this, because if they could drive home the point in their marketing that they now offer free online multiplayer, they would finally have enough of an edge to legitimately say they are more pro-consumer than Sony at this point. Make no mistake about this, the last generation lasted about 7 years, so that's literally a hidden extra cost of $350 that they are just sapping out of you for no justifiable reason.

Now I've been told numerous excuses over the years for why these fees are necessary, but I'm not convinced any of them hold water. The infrastructure that Xbox Live provides is really not that much different from Steam. Steam provides a built-in friends list, voice chat, and text chat, which you can use across all your games without needing to minimize them, and you can even add non-Steam games to your library so you can utilize these features. PC games which use the very same matchmaking lobby setup as many console games still manage to provide a free online experience. "But Steam makes its money back through game sales!" they say. Yeah, so does Microsoft. They have the Xbox Live Arcade, plus a portion of every physical game sale goes to Microsoft's pocketbook too. If they're still really bleeding money for some odd reason, there's always the option to include reasonably placed ads to help fund the network without charging the consumer. There is just no reason that Xbox Live fees should exist.

There is however the important factor to consider that despite the PlayStation 3 offering free multiplayer last generation, it didn't help with the initial sales of the platform. The PS3 did very much struggle out of the gate to gain widespread market penetration during its early years. But we should consider some other key factors which might have hampered this. For one, Sony didn't really market this advantage very well. I can't recall any commercials which explicitly pointed out how their network was free but Microsoft's wasn't. Furthermore, the PS3 was priced significantly higher than the Xbox 360 at launch, with the cheapest model reaching $500, a full $100 more expensive than the Xbox 360's premium model. With the PS3 being so expensive, the price difference between their networks could be seen as negligible in the bigger picture. However, look what happened when the PS3 finally began to drop in price. The PS3 has now surpassed the Xbox 360 in lifetime global sales. But now let's consider the current situation. The Xbox One and PS4 are fairly evenly priced, and with the added bonus of free online multiplayer, that could easily be enough to make a real difference in sales this time.

Xbox Live is the one barrier that could easily sway me in favor of the Xbox One over the PS4, and I would be willing to wager that with the right marketing behind it, other consumers would agree as well. Now more than ever is the best time for Microsoft to finally reverse a longstanding bad policy that would not only set them right with me, but would also finally offer a real competitive edge over the PS4.

Tuesday, November 18, 2014

Objective ratings don't exist

I am a frequenter of the anime database website MyAnimeList, and through this website I've come to recognize a lot of strange OCD-like quirks about the anime community; from its obsession with adherence to source material to its insistence on defining anime by country of origin. While I would love to pick apart many of these views, today I will be addressing a commonly misunderstood subject that even many outside of the anime community get wrong: objectivity and its relationship to reviews. I've seen the topic crop up on MAL numerous times, so I feel motivated to address the issue in full. Brace yourself now because this is going to be an incredibly lengthy post, but if you're a novice looking to delve into the world of media criticism, I highly recommend that you stick with it because I'm sure you'll probably learn a lot from this.

An "objective" critic.
The most critical problem at the heart of this topic is that people attempt to separate quality (as some kind of objective measurement) from their personal enjoyment, not realizing that they are actually referring to the same thing. By any meaningful definition of these terms, saying that a show is "good" is essentially the same as saying that you liked it. Before I make my case for this though, I should be clear with my definitions and what is actually meant by "objectivity", as much of this issue often boils down to semantic misunderstandings.

Objective - (of a person or their judgment) not influenced by personal feelings or opinions in considering and representing facts.
Example of an objective statement: This anime's action scene was animated at full 24 frames per second.

Subjective - based on or influenced by personal feelings, tastes, or opinions.
Example of a subjective statement: This anime's action scene was really good because it was rendered at full 24 frames per second.

Notice that objective statements tend to be necessarily descriptive, as they merely describe an object or event as opposed to evaluating it, while subjective statements tend to be more qualitative; communicating to the listener how good or bad the writer personally found the material to be. Now as I mentioned previously, at the heart of this issue is the notion that people believe you can separate this qualitative measurement from subjectivity and somehow arrive at an objective (factual) measurement of quality. However, what they are most often really doing is conflating consensus opinion with objective facts, because even if everyone agrees on a particular judgment of a show, this still doesn't make the judgment in question objective; it just means that everyone happens to agree upon it. Take for example that a long time ago, it was the consensus belief that we live in a geocentric universe; that is to say we live in a universe where the Earth is at the center of all celestial bodies. We now obviously know this to be false, but more importantly it was also *always* false and at no point did reality change simply because a lot of people believed differently. Collective belief at no point turns into fact just because enough people can be persuaded to agree on something.

In the realm of art and entertainment media, qualitative statements are necessarily subjective because you cannot entirely remove one's personal biases from an evaluation of quality. I used the animation framerate example above because it is a great illustration of this point. Most people would consider an action scene rendered at 24 frames per second to be pretty visually impressive, but someone could still legitimately object and say that the action scene wasn't good because the choreography was lackluster, or the artwork was otherwise low-detail. Even if we restrict ourselves to solely evaluating the framerate of the scene and nothing else, someone might still object and say that 24 frames per second is outdated and looks bad, and the only way they can watch shows now is using smart TVs that can convert the video to 48 FPS using frame interpolation, or even using special computer software to achieve as high as 60 FPS. And relative to a 60 FPS standard, 24 frames per second would certainly pale in comparison as lackluster, but that's just it; even if we try to define a standard that is otherwise completely internally consistent with its measurements, the decision itself to accept that standard is still based on subjective opinion. Yes, 24 frames per second would "objectively" evaluate poorly against a 60 FPS standard, but maybe someone doesn't care about 60 FPS and views it as excessive, so they don't accept that standard in the first place. Maybe they would draw the line somewhere well below that, or maybe they actually prefer less frames. Maybe framerate doesn't even factor into their opinion at all so long as the majority of animations reach some moderately passable threshold, and the rest is just superficial icing on the cake. As I write this, there are film critics who staunchly dislike HFR (High Frame Rate, 48 FPS) film and prefer the standard, 24 FPS. They believe the higher framerate actually makes the film look worse, as if the motion is sped up and unnatural. One would think that more frames = smoother animation = superior animation, yet this is clearly not the case for them. Understand that when someone derives a feeling of pleasure from a particular action scene while citing the fact that it was animated at 24 frames per second as a justification for it, someone else could take that very same fact and have a completely opposite emotional response to it, and neither person would be technically incorrect for doing so. Either way, there isn't a wrong answer here because ultimately what standard someone decides on is a matter of opinion. And you know what? That's OK.

Well excuse me princess.
Just because quality is all a matter of opinion doesn't mean the conversation ends there. It seems as if many people fear the idea of admitting that their opinions are in fact "only" opinions and not facts; as if to make such an admission is to concede that all of their statements have now automatically lost all their value. That's just not the case. As I've mentioned previously, it turns out many people already share the same tastes on a variety of different subjects. Take the framerate example again; the vast majority of people would consider 24 FPS to be a high quality standard relative to the animation industry, so we can use this as a baseline to make a case for justifying our opinions and gain common ground with people from there. And if you can relate to other people's opinions, then their opinions can start to hold value for you. Even in cases where opinions disagree, this can often lead to more fruitful discussion because you might just gain insights and see something from a different perspective that you never noticed before. Many may find it hard to believe, but yes, people do actually change their opinions all the time; mine have certainly changed in the past as a result of seeing things from a different perspective. On the Internet, that may be hard to see because people have egos that they often choose to hide behind, but nonetheless it does happen, and I would wager beneath all the ego-stroking that goes on in a lot of arguments, almost everyone ends up reflecting at least a little bit after a heated debate.

So don't be afraid to admit that you have an opinion. Embrace it. Improve upon it. It's funny that people think the conversation often ends at, "Well that's just your opinion," because the reality is opinions are far more malleable than facts. Facts generally don't change, but opinions do, so make your case for your opinion. You might just find that you can change a few minds.

There is another problem I've encountered more recently though. There appears to be a second camp of critics that acknowledge their reviews are a matter of opinion, yet they still insist that it is useful to separate their personal opinion on some level from the score, which is problematic again for a number of reasons. To give an example, one critic made a statement to the effect of, "I thought Trigun was boring, but I gave it an 8/10." This score is perplexing because it seems to contradict the statement that precedes it.

As an anime belonging to the action genre, Trigun's goal is to entertain a particular audience that it might appeal to. If you are not entertained by it, then that should reflect in your score. At this point however, critics of this particular variety will usually point out that they're not rating based on enjoyment. The question then becomes though: what is even the utility of such a score? What usefulness does it serve if it no longer reflects the reason why people would be interested in watching the show in the first place? By basing a score on values that may drastically differ from your actual enjoyment of the anime, you effectively make your score incomprehensible to grasp to the average reader, since for all we know, an 8/10 could still mean it's bad to you, or a 3/10 could still be fun to watch. Who knows? I could understand if this were a documentary film that perhaps it would make more sense to base the score on how effectively it informs the viewer on some pressing social issue rather than strictly its entertainment value, but we are already working off of the foundation that this is an entertainment-based medium and therefore it should be judged on its entertainment value accordingly. Trigun is not a documentary. It is an action anime. Whatever ideas it brings to the table are only relevant insofar as they add to the entertainment value of the show.

The justification I've been presented with as to why these scores are useful is because they supposedly promote discussion and communal worth by separating "feelings" from the score and establishing a common shared standard. The biggest fault with this reasoning though lies in the suggestion that it is practical to remove one's "feelings" from the score. Since entertainment value is pretty much entirely subjectively determined (for reasons which I have already covered above), it is therefore inherently rooted in a person's feelings, so attempting to separate your feelings from the score effectively defeats its purpose in the first place, since the score no longer reflects its actual entertainment value but instead some arbitrarily-defined criteria.

Let's make something clear here: Nobody just likes stuff because they like stuff. There are always reasons behind it, even if viewers are poor at or completely incapable of expressing their reasoning. All opinions and/or feelings about a particular piece of media are rooted in facts about it on some level. That is, considerations like animation, plot, and voice acting are all what contribute to enjoyment; they are more or less inseparable from it. Some people are more lax at judging these criteria, and others are more critical, but exactly no one just likes something based on some nebulous visceral feeling they had about it which is completely removed from any actual facts about the media. The feelings we experience while watching a show are directly linked to the events occurring within it. So when critics say they are trying to separate their "feelings" from the score, I can only conclude that what they're really saying is that they are trying to separate the reasons why they like the series from liking it itself, which is a completely nonsensical notion. As I mentioned, these things are inseparable. You cannot like something when you take away the reasons for liking it, and likewise you cannot have reasons behind liking something if you don't actually like it. It is simply a self-defeating exercise to try and separate enjoyment from quality.

When a critic makes a statement like "I didn't like Trigun but I recognize that it's a good anime," what they are actually saying is that they recognize why other people might like this series, but they personally didn't. Make no mistake however that none of those reasons why others might have liked Trigun have anything to do with objectivity. These are just a collection of reasons that many people have come to agree upon as to why they like it, and the critic has grown a keen eye to recognizing these key elements in the narrative. When a critic can't reconcile their personal feelings with the consensus, this is where confusion often occurs, causing them to feel like they aren't justified in their own opinion. But failure to properly articulate why you might like a particular series in spite of others' hatred toward it or vice versa doesn't mean your opinion isn't justified; just that you may not be good at articulating why you feel the way that you do about the media.

In fact, it's perfectly reasonable to even recognize that one series has more flaws than another, while still coming to the conclusion that the former is better than the latter. This is because a good critic will recognize that scores don't start at a 10/10 by default and then get points deducted as mistakes are accumulated. Rather, they start with no score at all and earn/lose points as the story progresses, and sometimes the emotional and dramatic heights that the narrative reaches can counteract the mistakes that might be made along the way, so while one piece of media might suffer from fewer technical flaws compared to another example, it could still be considered inferior overall to its competitor simply because it doesn't hit its notes as high. You could write some very sophisticated and nuanced dialogue for example, but if you don't find a way to weave it into a narrative that makes it engaging to watch, then it still merely amounts to boredom and doesn't entitle you to being ranked above something like the Transformers movies just because it is more nuanced. At the end of the day, Michael Bay can still be more entertaining than you. Scenarios like this can sometimes be the catalyst for the previously-mentioned confusions. Certain critics might like something of less depth and therefore take their personal embarrassment of their taste to mean that they are objectively incorrect in their opinions. But they are not. Depth can certainly be a factor in determining quality, but it doesn't have to be the deciding factor.

Let's examine a previously-discussed point again; this time from another angle. "Objective" scores are useful because they supposedly promote discussion and communal worth by establishing a common shared standard. For starters, I don't see why this same goal of "discussion and communal worth" can't simply be accomplished by having a conversation like I already described earlier, wherein critics might agree on some things and disagree on others, but more importantly, what this really seems to be doing again is attempting to conceive of another consensus-based score and trying to pass it off as more "legitimate" or "credible" than other subjective scores because of it. In reality, it is just as opinionated as any other score, it's just that the author is trading some of his opinions and biases for the opinions and biases of others, or even worse, he is trading his opinions for an arbitrary standard that neither reflects the views of others nor his own. You don't arrive at a more credible or useful score just because you can recognize that your opinion might be more niche than others and compensate for that in the score accordingly. And to be certain, this is what the aforementioned critic was doing, because remember, he said, "I thought Trigun was boring, but I gave it an 8/10," which implies one of two possibilities: either he personally was not very entertained by it, but he put his personal opinions aside anyway for what he perceives the consensus to view as more valuable, or even though he didn't like it, he's basing the score on some arbitrary merits that don't necessarily reflect anyone's opinions (and let's not forget that he already conceded his scores don't reflect any kind of factual measurement of quality either). In the latter case, this renders the score completely useless, because at the end of the day, if the merit in question doesn't contribute to your enjoyment, and it wouldn't necessarily for anyone else either, then what is the value in acknowledging it and incorporating it into the score in the first place? Who even cares?

The audience response to your arbitrary score is in.
As for the former case, it's at least slightly more respectable, but why bother when we already have much more useful tools at our disposal for gauging the consensus view? MAL already has a system for automatically calculating the average aggregate score of an anime. Similarly, other websites like Metacritic do the same for other forms of media like movies and video games. So riddle me this: How should I interpret your apparently consensus-based score in cases where it doesn't actually mesh with the consensus? Since your score is only an approximation of what you think the consensus values and therefore can be prone to inaccuracies, why should I trust your score over what the actual consensus reads? The answer of course is that I shouldn't. In fact, it's a complete waste of time when I can just go straight to the more reliable source. Another irony of this whole approach is that by attempting to adjust your score to account for the consensus, you help throw the actual consensus calculations off. If everyone was busy trying to guess what the consensus thinks with their scores instead of leaving that type of measurement to the actual consensus calculations, you end up with one giant fabricated bubble where no one knows how each other really feels because everyone is trying to reflect what they think other people think rather than what they actually think. Just sit and think about that one for a while if you have to.

Let's take another step back though and examine scoring systems based on technical merits. The irony of a technical scoring system is that in its attempts to aim for more consistency, it makes things more inconsistent. Take for example a typical "divide and average" system that will usually be broken up into various sub-scores like art, sound, story, and characters, and then these scores are averaged together to get the final score. The first problem with this that many critics don't often consider is that different aspects should be weighted differently depending on the genre and premise of the show. As an example, art and animation might frequently weigh heavier into the score for an action series as opposed to a slice of life series. Since action choreography and visuals can often make or break a good action scene, the artwork becomes much more integral to the score than it normally would in a different genre. Whereas a slice of life series can get away with less while not detracting from the plot, an action series would suffer significantly more in contrast. Often times shows just don't all fit neatly into the same criteria and have to be judged differently according to their strengths. Yet, our previously described scoring system does not account for this. Instead, it treats all values equally regardless of circumstances. This can result in complications like one anime rating slightly higher than another despite that the critic may actually view the lower rated series as superior.

One of the most egregious examples I've seen of this type of scoring system is from a critic by the name of "roriconfan". One of his criteria for rating the story is "plausibility", of which he awarded 0 out of 2 points to Attack on Titan in his review for the anime. Obviously though, we know that Attack on Titan's premise isn't plausible; the author assumes that a certain level of suspension of disbelief should be considered as a given when delving into it, and the lack of realism in this respect should not by itself automatically detract from the entertainment value of the series. This is the problem the more specific you get with your sub-scores though; many of them just simply don't apply to the quality of every show. Plausibility might be relevant to consider for shows that are aiming for a greater sense of realism, but this is certainly not one of those cases. We're talking about giant zombie-like monstrosities devouring humans for pleasure here. In any case, as can hopefully be seen here, the more specific that technical scores get, the further away they get from actually accurately reflecting a show's entertainment value.

Now, some critics are smart enough to recognize these faults in an averaged system, so they attempt to account for it by adding an additional sub-score like "enjoyment" or "tilt" to balance things out, and while this is a nice improvement, I think in many cases a single additional sub-score may not be able to weight the overall score enough in the desired direction. In still some other scoring systems, these sub-scores are not factored into the overall score at all, which then sort of begs the question, do we really need to know these sub-scores when the overall score can ignore them anyway? It would seem that the overall score is all that really matters at that point, and the sub-scores merely become superfluous details.

But most of all regarding technical scoring systems is that you still don't really avoid the influence of pure subjectivity in the score no matter how much you may try to put everything into neatly concise measurements. While some measurements like framerate are easy enough to precisely quantify and rank, when you get into measurements like narrative quality, the waters become much murkier. Sure we can to some degree go down a checklist like whether a particular story adheres to traditional hallmarks of storytelling prose, such as a typical exposition setup, rising action, climax, and then falling action, and we can take into account variables like how many plot holes there might be or how many of the show's themes introduced are brought full circle, but even when a show may contain all of these storytelling elements while keeping plot holes on the down low, there is still a whole slew of subtle nuances that can derail the execution, which simply can't all be accounted for in neat little measurements, and ultimately whether one finds the execution satisfactory or not can very much boil down to raw personal preference. And similarly, the reverse can happen where an anime may not even adhere to traditional storytelling prose at all and still be received as a critical success. Hayao Miyazaki is one such director that I can recall achieving this with his movie entitled "My Neighbor Totoro", which has virtually no rising action, no conflict, and little exposition throughout at least 80% of the movie, and yet it is regarded as a masterpiece by many. Are technical rating systems really equipped to deal with anomalies like this? I would be willing to wager that at least some critics have to break their scoring systems in order to justify some of their scores when they adhere to strict standards like this. This is why as a general side note, I think it's a lot simpler and more practical when writing a review to just give a singular straightforward rating based on your overall response to the media, and as a further aside, critics should stop trying to shy away from acknowledging their feelings in their reviews. Entertainment should be attempting to invoke an emotional response from the viewer; it should emotionally resonate with its audience. Attempting to remove feelings from that equation with cold detached numbers in their place undermines the great majority of what entertainment is all about.

Still, some critics continually insist on some vague notion of "greatness" that is somehow separate from one's personal feelings. Let's examine some more arguments from another critic to see where the semantic confusion lies:

"I think you can admire something without liking it. I don't think it's particularly impossible to fathom the possibility of someone who acknowledges something's greatness but disregards it due to personal preferences."

In reality, this critic is actually making one of several possible conflations. What might be more accurate and consistent to say is that it's possible to admire a certain quality about something while still disliking it as a whole, or you can dislike a certain aspect about something while liking it as a whole. You can also like one aspect while disliking another, or you can acknowledge something's "greatness" relative to a consensus but not your own opinion. But to say that you can simultaneously think something is "good" and yet dislike it at the same time is a contradiction of terms. This is only possible when we're no longer strictly talking within the context of art and entertainment-based mediums. And as we're about to see, when we look at some examples that this critic gives in support of his statements, these types of conflations appear to hold true. Let's examine one of his examples.

"For instance, I think Djokovic is a magnificent tennis player, but I hate his play. I find it boring, uninspired, and lacks the finesse of the masters before him. That doesn't stop me from thinking he's a great player though."

As we see here, our critic is actually talking about two separate aspects of Djokovic while conflating them as the same thing. On the one hand he is evaluating Djokovic's skill as a player, while on the other he is judging Djokovic's entertainment value. Taking this context into consideration, it is not an equivalent analogy to strictly evaluating entertainment like a movie or anime.

In sports, there are clear predefined goals that are universally established as the rules of play from the outset. Since these rules define the sport, we can use them as universal standards for judging players, and thus objectively evaluate their skills against other players to a degree. If one player can score more points than another while they are playing against each other for example, this is a clear objective standard from which we can use to evaluate their skill. However, all of this is only made possible because there exists a predefined standard. The teams must score against each other and those with the highest scores always win. No team can simply disagree and declare themselves the victor when they scored less points. When it comes to entertainment in contrast, no such standard exists. One's entertainment value is necessarily mind-dependent; that is, the enjoyment one gets out of something is determined by his or her own personal thoughts, which can fluctuate from person-to-person, and therefore by definition makes it subjective. How much enjoyment one gets out of a particular piece of entertainment is not bound by any externally-imposed rules.

By essentially saying, "I think Djokovic is a good player, but I dislike him," our critic is not actually talking about the same thing throughout the entire statement; it's just easy to get lost in the semantics due to the ambiguities in the language. Again, the first part of this statement is evaluating Djokovic's skill as a player, while the second is evaluating his entertainment value. If we strip the first part away from the statement until we are only left with "I dislike Djokovic," we now have a fair analogy, because we are now strictly talking about the entertainment value of something (or in this case, someone). Remember, since entertainment mediums like anime do not possess any inherent "rules" for enjoyment, there exists no objective "skill" level to measure against. There is only one's subjective opinion about it. The important point of contrast to note here is that this particular statement only works in its own specific context. If we re-worded the statement to say, "I think Trigun is a good anime, but I dislike it," the statement becomes a contradiction, because now we are talking about the same thing in both parts of the statement but describing conflicting reactions to it. In both parts of the statement we are talking about the entertainment value of the product, but acting as if there exists an objective standard to measure against as well as another subjective one when no such dichotomy exists like there was in the previous statement. There is only the subjective measurement of entertainment value.

With all this in mind, we can finally conclude that what our guinea pig critic is actually doing here is admiring one aspect of Djokovic's character (his skill as a player), while disliking another (his entertainment value), but in neither case is he having a positive and negative response to the same thing at the same time. And furthermore, there exists no equivalent objective standard for measuring the "greatness" of an entertainment-based medium versus the skill level of a tennis player, as one is the measurement of entertainment value while the other is a measurement of how well a player can adhere to the predefined rules and goals of the sport. Let's move on to deconstructing his final statements:

"I'd like to stress the inherent difference between base preferences and substantive criticism. I may write off Homer's 'Iliad' and the 'Odyssey' as works I don't enjoy, but that's because I'm not a classicist, and not because I can come up with any substantive criticism on why Homer's works are bad."

And herein we reveal the heart of the problem: what he categorizes separately as "base preferences" and "substantive criticism" are really one and the same. What this is doing again is in some way covertly trying to dismiss some opinions as less legitimate than others when all that's really being argued is an appeal to popularity (IE, comparing people's personal preferences against that pesky consensus we've been talking about). Just because Homer's works might adhere to certain standards of narrative prose that many people have come to collectively agree upon as marks of quality does not make criticisms based around these attributes more "objective", or in his words more "substantive". It just means that more people are likely to agree with your preferences when you make appeals to these particular points rather than appealing to one that might be more niche like your preferred character traits in a protagonist. The reason these standards developed in the first place was because people collectively found that they tend to make media more appealing, but even so, they are not set in stone in the same way as the rules in a game of tennis, which again we can clearly see this demonstrated by the way critics have responded to My Neighbor Totoro. And I would say the only reason our example critic lacks any meaningful criticism against the Iliad and Odyssey in this case is not because the reasons he dislikes them are invalid in any sense, but because they are vague and inadequately described, which as I already covered earlier, is more a problem of failure to communicate rather than those reasons not actually existing. Recall what I said earlier regarding feelings not just existing in a vacuum independent of reasons behind them.

Whatever the case with our critic's possible confusions, I think it should also briefly be noted that to have a positive response to a particular work is to like it on some level, whether it be minor or major, simple or complex of an emotion. To simplify enjoyment down to only a rudimentary emotion equivalent to the kind of shallow pleasure you get from masturbation I think is too narrow and restrictive of a definition. Critics often tend to agree that deeper narratives are better because depth can make things more enjoyable, and the process of thinking critically from a piece of work can frequently provide a strange and unique form of pleasure unto itself. When you rate based on "enjoyment only", that doesn't have to mean you're only looking at it surface-deep, or just saying you liked something without really having a reason why. Aspects like plot, character development, animation, etc. all directly contribute to enjoyment. They are inseparable from it. The whole reason we rate based on these elements is because succeeding at them makes the story more enjoyable. If a character is poorly-developed, then this will impact your entertainment value negatively. If an action scene is slickly-choreographed, then your enjoyment will be impacted positively. If the quality of these attributes didn't actually impact anyone's enjoyment at all, then would anyone care what score you slap on them? Of course not. What we find likable about a particular plot, character, or art design is nonetheless subjective though, and attempting to treat that as if it isn't subjective is dishonest.

What people should really be asking for instead of "objective" "unbiased" reviews is that critics should provide justifications and reasons in support of their opinions, which is much more accurate to say and doesn't muddy the waters with terms that people don't really understand. Obviously when someone says "Trigun sucks because I didn't like it," this isn't very helpful, but not because their opinion is "biased" or isn't "objective"; it's because their opinion is vague and lacking reasons in support of it, and whether you may disagree with those reasons, that doesn't necessarily mean their opinion is illegitimate. If you really want "objective" reviews though, you can always get a taste of what to expect from Jim Sterling's "unbiased" review of Final Fantasy XIII.

The constant struggle and balancing act that I see many critics going through between what they call "quality versus enjoyment" is in actuality a struggle between their desire to have their opinion validated by others versus their desire to express their own true opinion. In essence, they want the score to be representative of how they feel about the media but at the same time they want it to be recognized as fair and legitimate by their peers. But in sacrificing part of your opinion in your score for what you think the consensus values more, you do not arrive at a more objective or unbiased score. You merely arrive at a score that more people will likely agree on. But popularity should never be mistaken for quality, and by attempting to remove your own feelings from the score, you are missing a fundamental point of what entertainment is all about.

Even if you still maintain that basing your score on consensus opinion has some kind of value or utility, does this really eliminate enjoyment from the equation? The reality is no, it still doesn't. All you've done is attempt to eliminate your personal enjoyment from the equation, but you're still evaluating based on standards that ultimately the consensus has deemed as enjoyable.

In the end, consensus or "objective" scores are impractical because they neither reflect any kind of factual measurement of the show's quality nor the author's true opinion on the show; it's just a nebulous mixture of partly the author's opinion combined with an approximation of what they think the consensus would/should be, which is itself also just an opinionated estimate. Ultimately if you're going to admit that your score is a reflection of opinion, I don't know why you wouldn't just fully embrace your own opinion. It's a lot easier to gauge how a particular show really is when critics are being upfront and honest about their opinions and not trying to kowtow to what they think other people have to say about the show. There is certainly plenty of discussion to be had about art and entertainment media even when people don't precisely agree on the standards of why they like it. Let's be clear here though: I'm not trying to force my opinions on anyone here. It's actually quite the opposite. I'm just pointing out what is really being said when people talk about objectivity, and what I'm actually advocating for is more diversity of opinion. I just want people to be honest about their own damn opinions. Stop obscuring your true opinion out of some concern for what other people might think, and embrace plurality of opinion in media. No score is "objective" and that is perfectly OK.

4/8/2015 Footnote: After analyzing this subject in more detail I realized that while my overall conclusions are still correct, some of my underlying reasoning building up to them was flawed and I might have been previously misinterpreting the views of certain critics quoted in this article, so I have now gone back and completely rewritten several paragraphs to (hopefully) remedy these errors and better clarify my points. I may also continue to make adjustments as I review this article again, since this can get to be a complicated subject and I want to eliminate as much ambiguity as I can.

Wednesday, June 18, 2014

Is the Wii U truly as underpowered as we are led to believe?

Nintendo has seen no shortage of hatred from the mainstream gamer community in recent years, some of which is deserved, and most of which isn't. One such criticism that is frequently leveled against them is that their hardware is "underpowered". And relative to the other current generation systems, the Wii U certainly can't compete on their level. However, some critics have gone a step further and dismissively asserted that the Wii U is a relatively weak system even when compared to the last generation of consoles, which is a claim that I immediately found dubious. Looking over what we know about the Wii U's hardware, the specs certainly don't suggest that it should be underperforming when stacked against its last-gen counterparts. Take a brief look at a comparison between the systems for yourself.

A typical Nintendo troll.
As can be seen, the Wii U boasts a similar tri-core processor to the Xbox360, clocking in at 3.0 Ghz. However, the Xbox's processor clocks in at 3.2 Ghz, giving it a slight edge. This does at first glance seem to suggest that the Wii U is still lacking, but now let's analyze this a bit further. 0.2 Ghz is only a 6% difference, and any PC gamer worth their two cents will tell you that the processor is rarely the bottleneck for performance in a gaming system. Consider GameSpot's gaming PC on a console budget challenge as a reference. Even Peter Brown's build running on a low budget dual core Intel Pentium processor was still able to push stable 40+ framerates at 1080p with current-gen games. That's a weaker processor than what's currently in the Wii U, and yet his PC can compete on the level of a Playstation 4 and Xbox One.

And once we factor in the Wii U's memory which dwarfs the competition with a full 2 GB of RAM compared to the Xbox360's 512 MB and the PS3's 256 MB, the Wii U should theoretically be able to offer higher resolution textures and improved load times. The biggest determinant of gaming performance overall though lies in the graphics card, better known as the GPU. The Wii U utilizes a similar-performance AMD Radeon GPU compared to its other competitors here, but it's based on a much newer architecture from AMD, which should again give it a slight edge in performance.

That's all fine in theory of course, but the naysayers are quick to point out that in practice the numbers don't add up, and they have the benchmarks to show for it, citing disappointing results from multi-platform titles like Assassin's Creed and Call of Duty. I decided to investigate this for myself, and the first example I encountered was an Assassin's Creed IV framerate test. Check it out for yourself. Now here we see that it looks like the Wii U is underperforming with consistently lower framerates than the 360 and PS3 by a margin of 5-10 FPS, so that must settle it, right? We can sit here and crunch numbers all day long, but at the end of the day the actual results just don't add up. Or do they? See, it's not that simple.

I immediately suspected that something was still amiss here. Indeed, while it's true that plainly before my eyes the Wii U is still underperforming despite what should be a fully capable hardware set, there are still a lot of other factors to consider here before just jumping straight to the conclusion that the Nintendo hate wagon would like you to reach. For one, it is very possible that given the Wii U's new architecture, developers have not been fully acclimated to it yet and don't know how to best optimize for it. It could also very well be possible that they were just lazy and not given enough time to finish optimizing for the system. And finally, there is the possibility that the developers over-estimated the Wii U's hardware and made it shoulder more graphically intensive tasks than it can handle; more so than even the PS3 and Xbox360. To that last speculation, I found another comparison that might confirm this, which you can view here.

In this latest comparison, we see that the PS4 obviously has the best visuals, with sharper, more detailed textures, better lighting, and more special effects such as thicker rainfall and more reflections. The differences naturally start to become harder to notice when we limit ourselves strictly to the PS3/360/WiiU combo. However, we can quickly make one further elimination within the first pause at 20 seconds into the video. It is quite obvious that the PS3 screenshot has virtually no visible rainfall whatsoever, while the 360 and Wii U shots in contrast have at least some noticeable rainfall effects. Therefore at the very least, we now know that the Wii U is being expected to shoulder more graphical effects on its hardware than the PS3 is pushing, and had the developers scaled back to the same as the PS3's level, it could be argued that the Wii U would perform equally or slightly better than the PS3. But now it's a contest down to the Wii U versus the Xbox360; is there any noticeable difference between the graphical detail of the Wii U shots compared to the Xbox? I'll be honest here. I tried my hardest to look through every single pause point in the video for an obvious difference, but couldn't find any to the best of my ability. The only difference that can be noticeably observed is that the Wii U seems to have a very subtle edge with lighting, allowing the player to perhaps see slightly more detail in the textures, but it isn't anything that can really definitively say that the Wii U is being pushed harder. Thus, at best we can only conclusively gather here that the Wii U is being worked harder than the PS3, but not necessarily the Xbox360. That's still slightly problematic though, because the Wii U's specs suggest that it should be able to do at least a little more than even the Xbox360.

But we're not done yet. Now things get really interesting once I discovered Need for Speed: Most Wanted. In various articles discussing Need for Speed with developer Criterion's Alex Ward, he remarked that not only does the Wii U version of the game feature higher resolution textures based on the PC version of the game, but it also maintains more stable framerates than its PS3/Xbox360 counterparts, thanks to Criterion's decision not to do a straight port and instead take the time to properly optimize the game. That's quite a statement, but is it just empty hype? Well the framerate tests are in for this game too. Lo and behold, there's no doubt about it. It turns out when you actually take the time to do a proper conversion, the Wii U performs even better than the other last-gen consoles while outputting higher resolution textures to boot. Of course, some might remark that during this framerate test the Wii U version was missing shadow effects from the metal beams, and the texture difference can be a bit hard to verify because of the cramped spacing in the video and all the fast movement going on. To the first point, this is actually because the game features day-night cycles, so playing the same course at a different time of day will affect where the shadows are projecting, but they are in fact still there. To the second point, we have another video for closer inspection. Pause it at 3:20 to see the most obvious difference. The texturing on the spiral concrete structure is quite inarguably more blurry and has inferior lighting on the PS3 version compared to the Wii U. And would you look at that at 2:57? The shadows from the metal beams are indeed still present in the Wii U version.

Rosalina will drink your tears now, haters.
So there you have it. The Wii U does exactly what its hardware should be capable of doing when third party devs actually optimize for the system like they're supposed to. Now, it is true that regardless of this point, the Wii U's hardware is still significantly inferior to both the PS4 and Xbox One, so if that is the only point that Nintendo hecklers want to get across, they are technically correct. But don't try to bite off more than you can chew and claim that the Wii U is an inferior system even when stacked against the last generation, because it's just not true. The Wii U not only matches the last-gen, but surpasses it.

Monday, June 2, 2014

Anime Roundup #1: No Game No Life

I've been really slacking with my blog lately, so I'm trying to find ways that I can keep myself motivated to continue maintaining it. One such way I've decided to do that is by introducing the first of what will hopefully become a regular segment on my blog: Anime Roundup. The premise is simply this: I talk about the anime I'm currently watching, give a brief description of my thoughts on it, and offer a tentative rating so people can get a feel for my impressions on it, as well as get a feel for whether they might be interested in it too. Let's begin now, shall we?

Never get a life. You two are far more interesting without one.
For my first Anime Roundup, I've got quite some heavy-hitters this anime season. Kicking this off, we have No Game No Life. The story follows the very enthusiastic nerd gamer Sora and his adorable younger sister Shiro, who together make up a truly unstoppable force in online gaming, having never lost a single match in any game they play. The impregnable duo plays under the handle "Blank", which is literally represented as a blank space on the screen in-game. Clever guys, really clever. How they might've managed to get past the "invalid character" splash screens in numerous account creation menus is beyond me, but in any case, they've made a rather well-known reputation for themselves in Internet circles, with many speculating on just how many people are actually controlling their characters, whether they cheat, or whether they're using some kind of hacks. Despite their lofty reputation and clear strategical brilliance though, for some reason it must've never occurred to Blank that they could win a million dollars rising through the ranked ladder of League of Legends with their talents, because instead they mostly opt to sit in their basement all night munching on junk food and living as bums. But before you start to think this is all a lead in to a cheap ripoff and cash-in on the Sword Art Online craze, suddenly Sora and Shiro are messaged by a mysterious person asking them strange questions about whether they feel like they belong in this world and how cool would it be to live in one that revolved entirely around gaming. They of course answer that they prefer the latter, and next thing you know, NGNL goes full-on anime, and by that I mean shit gets really bizarre.

Say goodbye to your Steam account, Blank.
Sora and Shiro are warped across dimensions into another world, or rather should we say several-thousand feet above another world, as they quickly find themselves plunging rapidly to their deaths. Miraculously however, the fall doesn't hurt them despite the nice crater they leave in the ground, and before you know it, you are introduced to the unbelievably vibrant new world of Disboard with some really impressively unique artwork to boot. In this world, war is forbidden and all disputes between its various races and inhabitants must be settled through challenging your opponent to a game. The art indeed deserves very high marks here, because I've never seen anything like it. The lineart is often drawn in red instead of black, which you would think looks really weird, but instead it works quite nicely in creating the effect that this is a truly alien world not like Earth. No Game No Life has some serious style. Seriously. The music deserves some mention too, as it's got a Phantasy Star Online-like ambience to it that fits very well with the setting.

Anyway, there is a lot to say about this anime because it is just brimming with so much vibrance and emotion. There is never a dull moment between the absolutely hilarious character interactions and insane scenarios that unfold from the games that Sora and Shiro find themselves engaged in. At no point is my jaw not hurting from all the laughing I'm doing, because NGNL never misses another opportunity to put a big dumb grin on your face from just how silly the characters are.

In many ways, NGNL takes on parallels to Code Geass, with Sora's charismatic inclination to give impassioned speeches and his uncanny strategic abilities very much mirroring that of Lelouch Lamperouge. And that aside, you can also never quite tell if he's just completely insane or a true genius. With this in mind, I really can't see anyone other than Johnny Yong Bosch voicing Sora for the English dub when it eventually comes along, as he is naturally the perfect match to bring Sora's brilliant madness to life. And while we're on the topic of voice actors, might I also recommend Emily Neves or Cristina Valenzuela as Shiro, Michelle Ruff as Stephanie Dola, and Wendee Lee as Jibril. You're welcome Sentai Filmworks; I just saved you the trouble on all the major casting. No payment necessary (but would be preferred... please hire me).

As much praise as I've been showering on this series, you might be thinking that I'm about to score this a perfect 5 out of 5, but nonetheless I do feel there are some significant caveats that are holding it back. As it currently stands, No Game No Life has only 12 episodes planned in the works, and having seen 8 episodes so far, I can tell that there is no way the story can be completely wrapped up in 4 more episodes without turning it into a train wreck. There is just too much lore that has still been left unexplored, and if a second season doesn't get announced, we will most likely be left with an incomplete ending. Given NGNL's huge popularity right now though, it is most likely that we can expect an announcement for season 2 eventually, but until then, its future is still uncertain. In addition, while it's true that there is never really a dull moment in this anime, at the end of the day there isn't a whole lot of depth or substance to it either, and it has a tendency to go off on tangents of fanservice, with an entire episode being devoted to humiliating, stripping, and putting dog ears on Stephanie Dola.

Holy waifus, batman!
And finally, the first episode was deceptive in that it gave the impression that we could expect to see a good deal of flashy action set pieces from this series too, with an opening scene that showed off some impressive combat in an online game world, but that was quickly replaced by much less impressive board games, card games, and even rock-paper-scissors matches in many cases. Nevertheless, No Game No Life is still highly entertaining, and while my score might seem a little like tough love on it right now, I think I will likely convince myself to give a final verdict of 4 out of 5 by the time it reaches its end.

Current Tentative Score: 3 out of 5 - Good

Wow, that turned out to be a lot more writing than I expected it to be, so I'm going to have to end my first Anime Roundup here. Hopefully I can tackle more than just one anime in my next roundup, but with NGNL being the biggest anime of the currently airing season so far, I guess it couldn't be helped.

If you liked listening to my opinions here, you can also read some full anime reviews I've written on my MAL profile page.

Saturday, May 3, 2014

Samus Aran and Sexualization in Video Games

Long time no see. As it turns out, yes, I am still alive; just been busy with other things. Anyway, it has come to my attention that Samus' apparent sexualization in the upcoming Smash Bros title is somewhat of a hot-button issue as of late, coupled with Hideo Kojima's recent comments on sexualization in his latest work with Metal Gear Solid V. As such, I thought I'd offer a somewhat brief commentary on the matter.

Screenshot of upcoming Nintendo eroge game. Rosalina DLC route TBA.
Some fans jumping to Samus' defense have argued that her look is necessary to gain credibility with more mainstream gamers, but if sexualizing Samus' character is Nintendo's idea of gaining street cred with the "mature" crowd then that's a pretty weak justification and I don't agree with that. Nintendo doesn't need to waste their time with people who think that boobs and blood are marks of maturity in gaming, nor for that matter should they waste their time with people who think games need to be "mature" to be fun in the first place. I took issue with Kojima's character sexualization in MGSV for similar reasons because his justifications were pretty shallow and dubious. I view games as an artistic medium and when devs resort to blatant pandering to a particular audience, or in Kojima's case, making a shallow decision that has nothing to do with actually enhancing or making the game experience better, that hurts the medium more than anything. If games are to be taken seriously as a legitimate artistic medium, you can't have the producer coming out and making statements like, "I made this character sexy because I just want to see girls cosplay as her." Really Kojima? That's pretty pathetic coming from someone who's been known for creating much deeper plots in video games.

That said, I'm not really opposed to the idea of sexualizing a character by itself. If it's actually relevant to making the game better somehow, all the more power to the dev. For example, if the character is supposed to have a seductive-type personality as part of the story, then it would make sense to make them extra sexualized for that reason. In MGS1, Kojima was actually pretty brilliant with his use of sexualization with Meryl, as he used her "feminine" way of walking as a clue for the player to detect her apart from the other soldier disguises at one point in the game.

Like I need to be told.
Hell, I'll even accept amping up the sexualization to a certain point if the only reason is simply because you think it will make the character look better. There's nothing wrong with trying to make your characters look attractive for no other reason than to make the game's visuals more attractive; provided that this doesn't conflict with the narrative (IE if you have a female lead running around in a bathing suit for no apparent reason when the characters aren't in an appropriate location for bathing, that's not going to pass by me, or likewise if you have a bunch of characters that are supposed to be coming from an impoverished background in the story yet they all look super attractive and well-groomed, that's definitely not cool).

With all that out of the way, what do I actually think of Samus' latest redesign? Not much really; because she really hasn't even changed that much since Zero Mission in 2004 when the Zero Suit was first introduced, which is why I find it strange that all these critics are suddenly showing up late to the party to complain. She's changed even less from Brawl to Wii U. I think her chest size may have grown a few millimeters at most, but we're still far from Dead or Alive Extreme Beach Volleyball here people. In fact in the 3DS version it doesn't look like her size has changed at all. It's not like there's a mini-game specifically designed for poking around Samus' breasts and watching them jiggle. As far as Nintendo's sexualization goes, they were pretty conservative here and they could have done a lot worse. My only real issue with the new design is that they added yellow stripes and wrist cuffs which just seem unnecessary and make the suit look a little aesthetically unbalanced. But overall, when I bought Metroid: Zero Mission during its month of release back in 2004, my immediate impression of the Zero Suit was that it is the most iconic design for Samus with her armor removed that I've seen thus far, and I'm pleased that they've pretty much kept that look for her since then, especially because there was no definitive look for her prior to this installment. It hasn't made her lose any of her badass appeal so far, and if anything, I take more issue with her narrative portrayal in Other M than whatever Nintendo has done with her visually, but that's a story for another time.

All in all, I just don't see anything of merit here to complain about. Move along.