So, I came across a video by Extra Credits talking about the problem with power fantasies and subtitling it “We Aren’t Always Right”. Now, as it’s a video quoting directly from it is a bit difficult, so let me try to sum up what I think the main argument is:
Most games contain some kind of power fantasy element, but for true power fantasies to work we have to always be right. This can lead to bad and potentially dangerous ideas. They think it would be good if games stopped for self-reflection and asked if the player’s powerful actions really are right, and take on what they seem to think is the main argument against that that it would ruin the power fantasy by arguing that those looking for a power fantasy are not so fragile as to have their experience ruined by such a thing, and so more games should do it.
The problem is that the entire video is short and incredibly vague. It moves from talking about games having power fantasy elements to talking about a true power fantasy, but gives no way to determine what counts as a power fantasy element vs a true power fantasy, and so leaves us no way to distinguish the two. Which is incredibly important, it turns out, as we need to know that to determine how common true power fantasies are in gaming. If they aren’t very common, then this likely isn’t all that big a problem. From there, the video moves on to talk about power fantasies generally in the context of combat and killing people, and thus essentially carves out the FPS genre specifically, and thus makes it unclear whether or not RPGs, in general, count. It also seems to treat combat as being, in their own words, “rampaging”, which in and of itself isn’t a big theme in most games, which at least try to give you a self-defense motive to kill those enemies. The big example used is of Uncharted, a game that I have not played, asserting that the protagonist is killing lots and lots of people just to get to the treasure at the end. Even if that is true for Uncharted, how common is that in gaming in general?
And when we consider whether what they are suggesting is going to ruin the power fantasy experience, we need to know what that experience is and what goal they are really pursuing, which the video never really talks about. Sure, they might have an entire half-hour video sussing all of that out — I’m not a regular viewer of theirs — but we really needed more than “It makes you feel powerful!” for a topic this complex. So, my general definition of power fantasy is going to be someone doing something that makes them feel strong or skilled or competent in a way that they don’t feel in every day life. Thus, simply being powerful and killing things may or may not be a power fantasy, as some players might prefer feeling like their charismatic, competent, skilled, or even important in a way that they aren’t in their real-lives. To their credit, the video does hint at this in their brief definition of power fantasy, but they focus on overall strength for the entire rest of the video, and I think it is important to note that a power fantasy may merely be competence, not overwhelming power. Thus, for example, someone might get a power fantasy out of a dating sim because the game makes them feel like they can attract members of the appropriate sex, whereas in real life they don’t have anywhere near that success. They also might get a power fantasy out of playing Batman not because of the bodies he leaves behind, but instead because he is someone who is always prepared for any situation, whereas in real life they at least feel like they aren’t. And so on and so forth. Focusing on questions of whether things are right doesn’t really make sense for those sorts of situations, where either the morals are clear or there isn’t really a moral question involved.
And on top of that, it’s also clear that the same game — even one that they think is a pure power fantasy — might be played by different people for different reasons. Someone might play Uncharted, say, because they want that purported power fantasy. Someone else might want to experience the story. Someone else might enjoy the gameplay. So even the most power fantasy game may well draw players who aren’t really interested in following the power fantasy, who have to be taken into account when you do these sorts of things.
And this leads to their last great vagueness: they don’t really say what they mean when they want the game to stop for self-examination and ask the player, presumably, if what they’re doing is right. Sure, they have some hypotheticals, but none of them would, in general, work in a game without being a literal immersion breaking record scratch, to use the metaphor they themselves use in the video. Presumably, we don’t want it to be the game stepping that far outside of itself to make this point, so it’ll have to be integrated into the game somehow. They give examples of some games that have tried … but I haven’t played any of them and so have no idea what they mean, and they don’t even give one real example.
So, let’s talk about the problem with this, which starts from the fact that presumably this, in general, isn’t going to be strictly a story point and is going to be something aimed at the player, or at least that they want the player to think about along with the player’s character. This is problematic because of the nature of games, where the game sets up the rules of the game and the player has to accept those strictures in order to play the game. Those strictures can be strict or they can be loose, but in general the game sets up the structure and lets us in on the assumptions it wants us to make, and then if we want to play the game for whatever reason we have to accept those strictures and assumptions and, ultimately, that world. If you want to play the open world Grand Theft Auto games, for example, you have to accept that your character is, at the very least, going to be a shady character and is going to have to commit some crimes during the game, even if all you want to do is follow the story, or do the open world activities.
So if a game sets up a world where to play the game we have to do certain things or, at least, are very strongly encouraged to do certain things, and then stops the game to ask us, the player, if what we’re doing is right, no matter why we’re playing the game we are likely to exclaim “This is what you told me I had to do to play the game!”. If we want to play the game, we have to accept its rules, and if its rules said that we had to do certain things to advance in the game, it’s not particularly fair for the game to them ask us if what we are doing is in some sense right. As an example, in the Persona games starting from Persona 3 you can romance various people and enter into, at the end of their Social Link, a relationship. You can do this with more than one person, essentially entering into what is presented as a dedicated relationship and have more than one formal girlfriend at a time. In Persona 4 and Persona 5, however, if you do that there will be consequences when they find out about it. Persona 4’s involves you having to essentially reject all but one of them for Valentine’s Day, with them clearly heartbroken over it, and you have to do it to their face, which can be wrenching. This would be a nice, in-game example of the game asking you, the player, through the character, if what you did was right. (Interestingly, the Persona 5 version is less dark given that Persona 5 was a darker game than Persona 4). But in Persona 4 and Persona 5 you were allowed when finishing the S-links with the girls to choose whether the relationship was friends or boyfriend/girlfriend, and you got pretty much all of the benefits of the S-link whether you chose friend or girlfriend. Thus, at the end of the day you, the player, made the decision to pursue a relationship with more than one girl, and so it’s fair for the game to call you out for that choice.
However, you don’t have that choice in Persona 3. If you max out the S-link with a girl, you are entering into a relationship with them, and you want to max out S-links so that you can fuse powerful Personas. Thus, the game doesn’t give you the choice of friends or not and sets up the game that you’d be greatly impaired if you don’t max out S-links with more than one girl. If Persona 3 had done the strong call outs of this that we see in Persona 4 and Persona 5, players would, rightly, feel that they were being called out for doing something that the game essentially made them do, which is not going to seem at all fair. This is going to cause hard feelings towards the game and any point that the game tried to make doing that would be lost.
This seems to be a common reaction to Spec Ops: The Line, which tried to subvert the FPS genre this way. While a number of people — Shamus Young included — really liked the subversion, and while I suspect that it’s the sort of thing that they’d like to see in games, many people seemed to feel that the game was chiding them for doing the things that the game made them do in order to keep playing. What were they supposed to do, quite playing? So they felt — in my opinion, reasonably — that the game deliberately set up the game to make them think that it was following the standard FPS tropes and assumptions, gave no or little indication that they should or could do something else, and then chided them for accepting the game as they presented it to them. The risk of asking the player if what they are doing is right is precisely this sort of reaction: why are you asking me if what you made me do to play the game is right? I’m playing a game here, I’m following your rules, and so if there’s any right or wrong here you probably should have thought of that before you put those mechanisms into the game. Especially since for many players — even those interested in a power fantasy — the things you are questioning are nothing more than the things they have to put up with in order to get to the parts of the game that they actually are interested in.
They make a comment later about it being a good thing to do even if the answer is “Yes”, by there being a sufficient justification, which leads to the second problem with this: if you are asking the player this question, they are the only ones who can answer it. The game can’t answer it for them. Thus, you need to be prepared for them to answer “No” as well as to answer “Yes”. If they answer “No”, what options do they have? Is their only option to stop playing the game? That’s not really what you wanted. But the game can’t assume that they’ll answer “No” either. What do you do? If this is a story point, then you’re more likely to be able to get away with answering it for the character — although that can be risky as well if the player doesn’t feel their character would agree — but if you are asking the player this and want them to think hard about it and answer it you have to be prepared for their answer, and have the game react accordingly. That’s not easy to do, but if you don’t do it you will get players who simply quit the game because it assumes the answer they didn’t give.
So it’s not really fragility that’s the issue here. It’s that doing stuff like this is really hard to pull of without ruining the game for the player. Some will be bitter that the game is asking them to self-reflect on things that it made them to to play the game. Some will be bitter that the game assumes an answer that they didn’t give to that question. Story players will be annoyed that this is aimed at the player and not the character, and that it takes time out from the story to deliver this pointless message. Gameplay players will be annoyed that this message is taking them out of playing the game, and they weren’t even paying attention at all to the things it’s aiming at, since, for example, you could have replaced all the people with target dummies and they still would have played it because the gameplay would have been the same. Even those interested in a power fantasy might complain that the killing isn’t the sort of power that they’re interested in, and asking whether or not that’s right is again asking them to self-examine over something that they were only doing to get to the good parts.
It seems to me that the video presents power fantasies as being more common than they are, and doesn’t get why that sort of self-examination can cause issues for all players, no matter why they’re playing the game. So, yes, it can be an issue, and it’s not just “fragility” that’s the issue there.
Further Thoughts on Cheers (End Season 5)
October 23, 2017So, the first five seasons of Cheers is dominated by the Sam and Diane relationship. Which is unfortunate, because this arc is the least interesting out of the ones they had, featuring the least interesting characters — at least at the time — and is also filled with nonsense in an attempt to wring dramatic tension out of the relationship.
At the end of Season 3, Diane is proposed to by Frasier, accepts, and then tries to call Sam to, it seems, get him to admit his feelings for her and/or talk her out of it. When Sam finds out about the upcoming marriage, he rushes off to Italy to try to stop the wedding. The arc ends at the beginning of Season 4 with Diane having left Frasier at the altar, and Sam having had to go through a number of trials to stop a wedding that never happened. And both Sam and Diane are quite aware that the other did that.
So how come they don’t get together after that? At that point, neither of them can really deny their feelings for each other, and there isn’t even a real explanation of them thinking that the passion was there but that the relationship wouldn’t work. Even then it’s clear that they aren’t going to be able to move on any time soon, and so at a minimum Diane probably should have stayed away from the bar and gotten a job somewhere else. But none of that happens because the show can’t let that happen, but there’s really no way to top this when it comes to their relationship. If this event didn’t convince them to get married or at least get back together, it seems that nothing could. And yet they still have to play this tired arc out and try to keep the tension in this relationship going somehow.
After a full season of this, they have Sam date a politician, who says that she wants marriage. This triggers Sam to think about marriage, and ultimately to ask Diane to marry him, who initially says “No” and then reconsiders, only for Sam to withdraw the offer. Not only is this in and of itself mostly ridiculous, it leads to Diane adopting the very annoying trait of consistently insisting that Sam is going to ask her again while Sam vehemently denies it. And the worst part of it is that given what has gone on before we know that Diane is right, but she’s being very smug and annoying about it. In an episode where Diane smugly insists that he will ask her that day, he does … and she says “No” again. At which point, they probably should just give it up, but instead they go to court and the judge insists that Sam propose in order to not be charged, which he does, she accepts, and they head to the end of the season planning a wedding. Which was also stupid, as it never really resolves why Diane said “No” the other times.
But since they don’t get married at the end of the season, you’d think that what makes them break up would follow from that, right? Nope … well, at least not directly. What happens is that Diane’s first fiance Sumner conveniently comes back right before the wedding — I think it was in the season finale — and says that he’s sent Diane’s book to an editor friend of his who thinks that it might be worth publishing, but only if Diane finishes it. He later confirms that it would be published, setting up a situation where it is believed that Diane has to choose between marrying Sam now or finishing the book. Sam convinces her — over her protests — to take the time to finish the book, which just happens to involve her going to Sumner’s cottage somewhere for six months. Diane insists that she’ll return, but she never does and the book deal ends up falling through. Diane is hinted at having gone to Hollywood to write for TV, probably a comment on Shelley Long focusing on making movies after that point.
But here’s why this really doesn’t work for me: bringing Sumner in at that point was just too convenient. Everyone should have suspected that he was doing this to try to break Sam and Diane up and possibly make a move on her himself. That he happens to send her novel off at pretty much the same time as he found out about the wedding and happens to send it to a friend who happens to think it will work and it just so happens that he has a secluded place available for her to work is an awful lot of happens to absorb, and yet no one questions his motives. If this had been set up more episodes in advance where there would have been time to question and verify what was happening, this would have worked out so much better. As it stands, it really looked to me like Sam and Diane got suckered by Sumner.
You can argue that Shelley Long’s decision to leave came too late to really do that sort of set-up, but then all they needed to do was have Sam or Diane have doubts about what her consistent “Nos” meant. Even if they had to leave the door open for her to return, this could have easily been resolved with her deciding that she needed more meditation time and then resolving that either way at the beginning of this season. As it stands, it’s a nonsensical ending to a nonsensical and boring story arc.
This is not helped by Diane being Flanderized a bit and becoming more annoying because of it. She always did have a streak of thinking that she was smarter and better than she really was, but she was always presented as being cultured and, for the most part, having some talent but ruining it by being overly ambitious and thus complicating everything. In Season 5, she’s far less competent and far more often overlooks failings that she really should have been able to spot. For example, in one episode she is trying out for ballet and gets a bad review of her abilities. To be nice, Frasier changes the recommendations to be more flattering, which ends up prompting her to barge in and try out for a professional ballet troupe to follow her dream, but Sam and Frasier stop her before she can make a fool out of herself. The problem is that she had a video of it, which makes everyone in the bar laugh at how ridiculous she looks. It’s perfectly reasonable for her to not see how her dancing really looks while dancing it, so that’s fine. But she watches it with them. And despite her having to know what the dance should look like, she thinks she did well, and it’s only when they tell her that they faked the review that she realizes otherwise. Well, sure, she might decide to trust the famous teacher over her own opinion, especially when that tells her what she wants to hear … but Diane had shown some self-awareness in the past, and this just sails right on past it. We might be able to believe that she could delude herself that badly about writing or poetry — although in those cases given how she does immerse herself in those media she’d likely be more derivative and think herself creative than be really, really bad — but with this she really should have known better.
And it isn’t even funny.
However, Cheers can be clever at times, and by now we’re starting to see its strength, which is its characters. Sam and Diane as characters work so much better when they are supporting the other characters and not hogging the spotlight. The relationship between Frasier and Lilith is much, much more interesting that the one between Sam and Diane. After starting from a disastrous first date, they end up on a show together, and Diane realizes that Frasier is in love with Lilith. Given her nature, she decides to intervene and tell Lilith about it, and then try to make her over in order to attract Frasier. What’s wonderful here is that when Diane tells Lilith that Frasier is in love with her, Lilith’s immediate reaction is that she’s not the type of pretty girl that people fall in love with, which made me immediately react with puzzlement. This seemed to come out of nowhere, and Bebe Neuwirth is a very attractive woman. But this results in Fridge Brilliance when you realize that the person who, so far, has made the biggest deal out of her looks is … Lilith. Diane simply says that she needs to dress better and use more … some makeup. Frasier, when he badmouths her, tends to talk about how cold and emotionally repressed she is, not about how unattractive she is, and give his personality he wouldn’t have asked her out the first time if he didn’t find her attractive. And if anyone else comments on that, it’s as a quick aside. Thus, it’s easy to imagine that she might have been awkward as a teen, and to avoid the teasing retreated to what she was better than most people at, which was things that involved intelligence, and thus cultivated the ideal intellectual manner, including the look. Since she wasn’t surprised that Frasier asked her out the first time, she had to think that her peers at least wanted to have sex with her, but could have fobbed it off as being the result of a male dominated field and her being one of the few women available. Her cold manner and aggressive intellectualism — worse than Frasier at lot of the time, who is pretty bad at it himself — would make most men not want to pursue a relationship with her, justifying her comment, and we can note that that is indeed what Frasier dislikes about her, and her more open style of dress and reaction to his flirting is probably more responsible for what gets his attention than simply that she looked hot. This underlying dynamic makes the relationship a lot more interesting than the shallow — and quickly dropped — idea of the cultured vs the everyday clash of Diane and Sam.
What the later seasons did better was avoid the split between the moral cultured class and the immoral or amoral working class. When Norm finds out that the person he is up against for a promotion is sleeping with the boss’ wife, while Diane is clearly opposed to him using that to get the promotion, Carla is also strongly opposed and Sam is uncertain about doing that as well. It’s pretty much left to Cliff to push for Norm doing it, and even here there isn’t a clear right answer.
That Norm doesn’t do it leads to another example of the importance of character. After he choose not to do it, the boss tells him that the reason Norm lost the promotion to the other person was that Norm’s wife Vera didn’t fit in with the other wives. Vera really wanted him to get the promotion so that they could buy a house. Norm is outraged and ends up quitting, and then has to tell his wife what happened. While he says that he plans to tell her the truth, he can’t hurt her that way, and so ends up accepting all the blame himself, proving that he really loves her despite his constant comments about her. This character development only carries on later when Diane tries to help Norm get noticed at a new job and get a promotion, and after his colleague steals Norm’s — bad, as it turns out — idea Norm finally says that he doesn’t want to big a big shot and just wants to be a worker drone, and is happy that way.
Woody makes a better replacement for Coach — the actor passed away in Season 3, I think — because as someone who is young you can maintain the naivete and stupidity without ever having to use the character as a mentor, which works against that. And Carla’s sniping got old, as it seems that pretty much everything she said was a snipe and it often interrupted the show to try to get in some cheap humour, which hurt her as a character.
So far Cheers is still “Okay”. Sometimes it’s clever and sometimes monumentally stupid. As I go on into season six, I’m finding that there’s more clever and less stupid, which is a good thing.
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