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WarioWare: Completeness

As per this blog’s charter, WarioWare, Inc. was deemed off the Stack as soon as I completed story mode, which happened before the last post. But there were a couple of days left of PAX after that, and of course the journey home, all of which involved waiting on line to one degree or another, and you know something? WarioWare is positively ideal for waiting on line. Particularly in Grid mode, where there’s so little at stake. So I’ve made some pretty good progress towards really completing the game.

So, here’s a brief description of the game’s optional goals. First of all, every microgame in Grid mode has a threshold, a number of iterations that you have to complete without running out of lives in order to get its spot on the grid marked with a red flower. Supposedly something happens when you get all the flowers. I’m still fairly distant from this goal, and it’s not clear to me that I’ll ever achieve it, unless I find myself in another situation involving lots of waiting in line. At the moment, I don’t even have all of the microgames available in the Grid — remember, they only show up there after you’ve randomly encountered them in Game mode, so there’s the whole last-pixel syndrome to contend with. Add to that the fact that Grid mode is the title’s tedious side, and this is a goal for the very patient.

Secondly, certain levels in Game mode unlock extra content when you pass indicated thresholds. It should be noted that these goals are impossible to reach the first time around. When you reach the threshold necessary to proceed with the story, you immediately get an epilogue to the current level and then get thrown back to the level menu. So in order to complete more microgames than it takes to continue the story, you have to come back to the level after completing it — which reinforces the idea that these are optional challenges, and not part of winning the game.

The content you unlock in this way consists mostly of additional games — mostly versions of the microgames that have been expanded into full minigames, which means they play continuously instead of being interrupted every few seconds. One of the unlockables is a full version of Doctor Mario, a game I recall mind-melding with in its coin-op incarnation back in my school days, an experience much like the play-by-brainstem necessary in WarioWare when it gets fast. It seems a little ironic to see it in this context, an inversion of the usual sort of unlockable mini-game, which is something less sophisticated than the main game.

It’s notable, however, that I’m definitely not playing the game in order to gain access to the unlockable content. This is clear because I delilberately threw access away. I actually bought this game used — something I don’t normally do, but this was at a rummage sale for charity, and it looked to be in near-mint condition, with its box and instruction manual and everything. The instruction manual contains a sheet of stickers, and specific spots marked in the manual for you to stick them, which tells you what audience they were targeting. The copy I got was pristine, with all of its stickers still on the sheet, which is a pretty good indication that the person who bought it wasn’t part of that target audience. Months later, when I actually got around to playing it, this helped me to forget that it was used, and I was briefly confused by how different my experience was from that described in the pristine manual: everything seemed to be already unlocked! Once I figured out what was up, I went into the options menu and reset the whole thing, erasing the previous owner’s progress.

This is because, to me, the point of unlocking stuff is simply to unlock it, not to have it unlocked. It’s not like I’m going to spend any significant amount of time playing the unlockable minigames. Their purpose is only to acknowledge by their presence what I have done, like an Achievement or Trophy on the newer consoles. These optional goals are, after all, the only way to win in a game that’s otherwise based on the sort of old-school arcade-game design where things just keep getting harder until you lose.

(Remember, this game is from 2003, so this sort of structure is retro. The game even acknowledges it by throwing in an entire level where the microgames are all simplified versions of Nintendo classics (such as Doctor Mario), some of which were otherwise never released outside Japan. The mere fact that it gives you lives is basically retro by now.)

WarioWare: Wario

WarioWare, Inc. is divided into a series of levels, each with its own set of microgames and its own host character who supposedly authored that section and also needs your help to get through the situation depicted in the level’s intro and epilogue. There’s some serious confusion of levels going on there; it’s as if Deus Ex started off with a cutscene of Warren Spector begging for the player’s help at defeating the secret organization pursuing him. No, that’s not quite right. That suggests a connection between the frame and the content. It’s more like Deus Ex starting with Waren Spector playing baseball at a company picnic, and every time you complete a mission, you get a cutscene of him hitting a home run.

The first and last levels are hosted by Wario himself. Because I’m primarily a PC gamer, this is the first significant exposure I’ve had to the character. I know of him, certainly. I was aware that he was a sort of evil twin to Mario, but I didn’t really know the details. Having seen him in action, I’d describe him not so much evil as somewhere between rotten and naughty, misbehaving like a little kid. He’s explicitly described as “sneaky” and “greedy”, and makes no bones about it, apparently considering those good qualities, because they’re his qualities and everything about him is by definition awesome. Which is also why most of the microgames on his own levels are about him. So I’d add “conceited” to the list, as well as “denigrating others”: he cheerfully tosses barbs at the player along the lines of “Huh? You beat that level? You?!?”

Come to think of it, he’s a lot like Strong Bad.

Also like Strong Bad, he comes off as childish partly because of his eagerness for characteristics that seem manly to him, like riding a motorcycle and punching at punching bags. Mario also has a sort of weird mix of adult and childlike traits, but they harmonize a lot better there, and seem to hit something of a sweet spot for acceptability by an American audience (unlike some Nintendo characters). Wario comes off like a grotesque caricature of this, exaggerated like a Mad Magazine parody. “No need to satirize us”, Nintendo seems to be saying, “We’ll satirize ourselves!” Since this is Wario’s game, it’s his world now, and it’s much more urban than the Mushroom Kingdom, more random and full of pointless conflict. The most innocent-looking of the hosts is pursued by police cars for speeding, and evades them by dropping banana peels in their path, making them skid and crash. They’re not bad guys, they’re just doing their job.

So, given this grotesque, childish, selfish, greedy, sneaky, antihero of a character, what role does he play in the game’s story? Why, that of game publisher, of course! His scheme is to get all these people, his supposed “friends”, to develop games for him, and then abscond with all of the profits himself. I can’t help but see this as reflecting the designers’ personal experience, and I’m a little surprised that Nintendo executives thought it acceptable — perhaps they didn’t understand what it was saying? Or perhaps from their perspective it looked more like a dig at little independent game companies trying to cash in on fields pioneered by others. Who knows.

WarioWare, Inc.: Mega Microgame$!

WarioWare, Inc. is a collection of “microgames”. In fact, it’s the collection of microgames. I’ve seen things like this before, mostly in Flash on the web, which seems like a more natural environment for this kind of simple, disposable stuff than a solid-state cartridge sold in a box. But apparently WarioWare is the pioneer that these other games are imitating, and that makes it interesting to me. The idea of a pared-down minigame with distinct mechanics embedded in a larger work (usually as a bonus round of some kind) is something that’s been around for pretty much as long as there have been larger works to embed them in, but the creators of WarioWare were bold enough to ask if a viable game could be made entirely out of such pieces. (It seems like questions of the form “Can a viable game be made entirely out of [game element]?” are almost always answerable in the affirmative. See also the entire “Hidden Object” genre.)

So, what are microgames? Essentially, the atoms of interactivity that games are built from, isolated from context and limited in duration to a few seconds at most. A few seconds doesn’t sound like much, but it feels more comfortable than I was anticipating: the transitions are never sudden or unexpected, there’s always a bit of padding between microgames (an animation that tells you if you succeeded or lost), and when you come right down to it, all that any microgame asks of you is that you perform one essential action, one verb as it were, and few seconds is plenty of time to do that (or fail to do it). Some of the games in WarioWare are as simple as pressing a button at the right time — a fairly large proportion of them, in fact, although it’s dressed up in all sorts of ways, from sports to space battle to nose-picking. Others are more complicated, and involve aiming, dodging, or steering in various ways. Some are things that could have been sold as full games by themselves in an earlier era. Heck, some were.

In the main game mode, you’re thrown into a series of randomly-selected microgames, usually with a single word of instruction, like “Dodge!” or “Decide!” or “Potato!”, and have to try to figure out from that and what’s on the screen exactly what you have to do. To help you out, the controls are limited to the D-pad and a single button. If that isn’t enough, you can get fuller instructions for any microgame you’ve encountered by switching over to “grid” mode, which also lets you play single microgame types without the random switching. This is fundamentally less appealing to me. If you know what you’re getting, you lose the “think fast” factor, the rapid switching of gears that’s more fundamental to the game as a whole than the specific microgame contents. As you progress through a level, the pace picks up, becomes frenzied in a sort of Riddler mind-control way, the music speeding up until it doesn’t sound like music any more. It’s a twitch game, really, where you learn to react instantly to the stimulus of specific microgame screens.

Caillois and the Road to Dino 4D

Before I put on a trenchcoat and fight some conspiracies, another interlude. Today I was in the vicinity of one of those motion simulator rides — that is, a movie screen and chairs that tilt up and down and sometimes things that blow air at you to simulate the rushing of wind. I had never tried such a thing before, and since they had a dinosaur-themed show, I felt that I had to try it in the name of further research. Emily Short posted about her experiences with rides of this sort at a theme park a few months back, but I get the impression that the theme-park strain of ride is higher-budget than the urban tourist-trap variety.

I actually experienced two “rides” using the same hardware. The first was an exaggerated log ride down a river in the mountains, essentially just a virtualized roller coaster; the second was more narrative, sending the audience on a perilous journey to Dino Island to airlift out the last remaining male tyrannosaurus before the island explodes. (This is definitely a medium aimed at children, and so, to comply with current mores, dinosaurs aren’t things to be shot like they were in Dino Crisis. After all, if we can keep gun violence out of children’s media, kids will learn that it’s a grown-up thing, to be looked forward to, just like binge drinking.) I honestly thought the straightforwardness of the log ride worked better: it let me experience the physical sensations without worrying about why things were happening or what it meant for the mission. Both were preceded by a cheesy mock-serious intro that put me in mind of Saturday morning TV. That’s about what I was expecting from the experience, I suppose: cheesiness and gimmickry. And at some point, I realized: These rides are a close relative of the 90s FMV game.

Seriously, both forms are essentially movies made novel by technological gimmickry (which, in turn, is expected to make the audience forgiving). Once we recognize this kinship, it’s reasonable to speculate that the producers recognized it first — that the motion simulation ride and the FMV game were regarded by their makers as filling the same niche, despite the gamers’ expectation that the latter fill a quite different niche, that of game. Which raises interesting questions: Did “siliwood” even understand that games play a different role in the gamer’s life than theme park rides? Do the captains of the industry understand it even now? And if they don’t… are they wrong?

To change tracks abruptly, I recently read Man, Play, and Games by Roger Caillois. I honestly don’t recommend it — although it’s part of the canon of ludology, it doesn’t really have much to say that’s relevant to the subject. Apart from an appendix about lottery systems, it mainly just makes unsupported generalizations about games, which are then used as a launching point for the real subject, unsupported generalizations about society. Some of the assertions are even blatantly false — for example, when he says that games heavily based on agon (struggle) and alea (chance) never have, and indeed in principle cannot have, a strong element of mimicry 1Some translations apparently use “mimesis” here. It’s unclear to me which word was used in the original French, given that Caillois deliberately avoids taking his terms from just one language. I use “mimcry” here because “mimesis” has other connotations in the IF community. (assuming alternate roles). We can’t blame him for not predicting Dungeons & Dragons, but it seems bone-headed of him to call it impossible, especially since a little implicit mimicry had been part of hobby wargaming for decades.

The main thing of value Caillois provides us with is his conception of, and terminology for, the principles that, according to him, underlie all play. There are four, three of which we’ve just seen: agon, alea, and mimicry. The fourth is ilinx, or vertigo: pleasure in physical loss of control. It’s at this point that the student of games balks, but in fact he’s not really talking about games here. He’s talking about play, a much broader category, stretching from the undirected frolicking of children to crossword puzzles to dancing — even, if you want to really stretch it (and Caillois does), to theatrical productions. Ilinx is present in the play of children as they swing on swings or slide on slides or even just spin around and get dizzy; it plays a lesser role in the play of grown-ups, but is claimed to be behind the appeal of alcohol and other drugs. But there’s one place where ilinx is available to people of all ages: carnival rides.

Now, Caillois makes much of a supposed alliance of agon and alea, hostile to the mimicry/ilinx axis. I’ve already expressed some skepticism about this schema, but looking at the history of gimmick movies makes it temptingly plausible. For what is an interactive movie but a movie with elements of agon? And what is a motion simulator ride but a movie with elements of ilinx? To the extent that they fill the same niche — which they probably do in the ecology of Hollywood, if not in our hearts — the latter has supplanted the former. To Caillois, that’s a step backward. And for once, I’m inclined to agree with him. The interactive movie was an overhyped dumbing-down of gaming, an attempt to make the unruly new artform fit better into established production pipelines, but I can’t help but feel that it was also an experiment that never fulfilled its potential. The simulated motion ride bears a similar relationship to the actual motion ride (that is, the roller coaster and its ilk): it’s an inferior experience in a lot of ways, but I can imagine it becoming superior as the technology advances. But I don’t go on roller coasters regularly, 2Except in the sense that I take a bus through San Francisco to get to work. and I probably wouldn’t even if they were more available. And I think most people are with me there. That’s why we see them in special set-apart places like fairgrounds and amusement parks that people go to only occasionally.

References
1 Some translations apparently use “mimesis” here. It’s unclear to me which word was used in the original French, given that Caillois deliberately avoids taking his terms from just one language. I use “mimcry” here because “mimesis” has other connotations in the IF community.
2 Except in the sense that I take a bus through San Francisco to get to work.

The Path

I finally got this running correctly, mainly by reinstalling it from scratch (the same approach that worked for Audiosurf). The framerate still suffers when there are three characters on the screen, and the opening menu has six, giving a very poor first impression, but that doesn’t happen very often: it’s mostly solitary, and even when it isn’t, it mostly involves meeting with only one other character at a time. There are only two people in the woods other than yourself: a benevolent young lady in white, and some manifestation of the eternal principle we call the Big Bad Wolf.

But I get ahead of myself. The Path is basically the tale of Little Red Riding Hood retold as a horror story. And an arty horror story at that: the graphical style has a rough quality, with crudely-drawn text and UI elements, and elements of artificial damage reminiscent of the Silent Hill games, especially as things get more nervous: the camera goes out of focus, dust and splotches appear as on badly-preserved film, etc. The path itself starts in sunshine and flowers and childish laughter, and ends in shadow and decay.

As the game begins, you’re given a choice of six sisters, ranging in age from wide-eyed moppet to sullen adolescent to overconfident not-quite-adult, to guide to Grandmother’s menacing-looking house in the darkest part of the woods. The inappropriateness of sending any of these children into the woods alone is immediately apparent, and you’re given strict instructions to stay on the path, but the woods are clearly meant for exploring, or why would the designers put them there? And anyway, if you actually do obey the instructions, you’re told afterward that you failed. You climb into bed with Grandma (who is pale and still enough that I thought she was a corpse until she opened her eyes), and you’re given a rating of “D” and an opportunity to try again. To be regarded as successful, you have to find the Wolf.

Only the youngest sister gets a Wolf that’s visibly wolf-like; the rest get metaphorical wolves, wolves in human form. Even the woodcutter from the fairy tale is presented here as a wolf in man’s clothing. There are other things to find in the woods — landmarks, collectible flowers (You have found x of 144!), oddly abandoned objects like a piano, a syringe, a television that somehow manages to remain switched on in the middle of a forest — the details vary depending on which girl you picked, and what you find can affect what happens in Grandma’s house. Pursuing such things is a fine way to delay the inevitable, but if you want to make progress, you have to seek out and interact with the Wolf. I should mention a peculiar thing about interaction in this game: it’s passive. When you’re close enough to an object to interact with it, this fact is signaled visually with a ghost-like overlay, at which point all you do is stop walking and the rest happens automatically. This means that if a character walks close enough to you while you’re already standing still, you can wind up interacting with them inadvertently. This makes for a good bit of nervousness: around the Wolf, if you feel you’re not ready, you don’t dare to stand still.

But when you feel you’re ready, you interact with the Wolf, and there’s a cutscene in which something bad happens that you don’t quite get to see, after which you find yourself lying on the path in the rain just in front of Grandma’s house. The girl’s entire demeanor and body language is changed here: she’s broken and ashamed, and moves with painful slowness. (Even the controls for rotating the camera become sluggish.) And after the Wolf, the inside of the house is transformed into a surreal living nightmare reminiscent of an old FMV title. (Some will probably interpret this as meaning that she’s already dead and in Hell when she wakes up.) I experimented with ways to avoid going inside, but there’s no other place to go at this point. Attempting to walk into the woods makes you stumble, and laboriously walking backward along the path just led to an infinite paved road, without the payphone that you could use to chicken out in the pre-Wolf section. (At one point during this attempt, I looked at what I was doing, holding a button down to make a young girl walk slowly home in the rain after being traumatized, and realized that if someone had described this moment to me, I would have though it was parody.)

After going through the house to your doom, you return to the main menu, now one girl short, and are asked to pick another. And you continue until they’re all gone. What kind of sadist repeatedly sends girls off to get killed? Well, the player, obviously. You want to “succeed”, don’t you? There’s a whole mess of audience complicity issues here. (The scenes inside the house demand that you keep repeatedly pressing the forward button rather than just holding it down, as if to make you repeatedly reaffirm that you want to keep going.) But also, we can’t take the deaths entirely at face value, because this is a game that demands to be read at a symbolic level. The whole thing is dream-like, and not in an I-can’t-be-bothered-to-make-sense way, but in a Freudian way.

Bruno Bettelheim famously interpreted Little Red Riding Hood as a parable about puberty and the dangers that follow, a thread taken up by Sondheim and Lapine in the musical Into the Woods, where the wolf brings new meaning to the term “sexual predator” with the song “Hello Little Girl”. But while several of the wolf encounters in The Path are blatantly suggestive of seduction or rape (or the sometimes-blurry line between the two), it seems to me that the point here is larger. The youngest sister, Robin, discovers her wolf in a graveyard, where her comments show difficulty understanding the reality of death. While there, she can find a baby bird lying dead on the ground near the remains of a blue eggshell — that is, a dead robin. “Not me!” she insists. For her, the wolf represents awareness of mortality, one of the earlier horrible truths about the world that a child has to learn in the process of becoming an adult. And that’s what The Path is really about: the journey to adulthood. Sex is only part of it, albeit a large one.

For what is the path but life itself? It begins in verdant fertility, ends in decay and death. Even without the Wolf’s intrusion, Grandma’s house at the end of the path is the home of a woman at the end of her life. That’s where every little girl winds up eventually. But none of the sisters can traverse the path successfully: each is locked at one particular stage of life, and lacks experience to mature. The Wolf brings this experience through unwelcome lessons, and the result is the death of innocence, symbolized by the death of innocents. You can view the sisters as aspects of one person, at different stages, which have to be superseded.

path-whiteGiven this analysis, the end result of passing through all the stages should be a complete person. And when we’re returned to the main menu after disposing of them all, instead of an empty room, we get one more role to play: the mysterious Lady in White, who’s been seen in the woods throughout the game. I’m not entirely sure I buy my own analysis at this point: the Lady in White appears no older than the sisters. But she definitely knows her way around the woods better than anyone else. In any of the previous chapters, it’s impossible to find the path once it’s out of sight behind you, even if you double back the way you came. But if you take the Lady in White by the hand, she will lead you back to the path. Even just following her around as she runs through the woods seems to be a good way to find the important places for your current character.

The game as a whole can be finished in a single sitting, especially if you don’t care about optional objectives. If you do, well, finding all 144 flowers will take quite some time; just stopping to pick up the ones you see will net you most of them, but I imagine the last few would take a systematic search. Even if you ignore them, though, it’s a bit of a relief that they’re there to provide an unambiguous game element. The previous “game” by Tale of Tales, The Graveyard, consisted entirely of walking an old woman down a path in a cemetery, sitting on a bench, watching a noninteractive video for a cheerful little song about death (or, alternately, interrupting it), and then walking back the way you came. (They later released a “full” version, available for a registration fee, in which the only change was that the woman would sometimes, at random, die while sitting on the bench. I was tempted to register it out of admiration for their audacity.) Now, in The Graveyard, there was only one path. There were things that looked like other paths leading off, and players like me certainly tried to take them. That’s what players do: they try to stretch the limits of the system. Perhaps The Path was, to some extent, designed in response to this, to take advantage of the player’s urge to disregard the author’s intention. Ironic, then, that my first reaction was to follow the path — not because I wanted to obey the instructions, but because I wanted to disregard the author’s obvious intention that I disobey them.

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