The Realities of Life and War

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Tuesday, February 08, 2011

Well, it's 2011. Last year sure was nice with its oil spills and Haitian earthquakes. This year we've got the Egyptian political riots so far, but who's to say what else will mark the calendar? Something I personally anticipate in early October will be the ten-year anniversary of The United States' War in Afghanistan, which began on October 7, 2001, and is America's second-longest war.

I hope they make it to the big 1-0. What an achievement! I bet the U.S. never expected such prolonged and ineffective occupation when they charged in to kick ass after 9/11. Global conflict always goes on just a bit longer than it should. You know, reality tends to draw things out: regimes, wars, natural disasters...even video game reviews.

Take this article as an example – a review for Call of Duty: World at War that I planned to write over a year ago, which I am publishing only now. Here's what happened.

In January 2010, I wrote a letter to the editors of Bitmob.com. They liked my letter enough to feature it as the prize-winning entry among that week's mailbag.

I asked Dan “Shoe” Hsu if the staff could sign my prizes, and he agreed. In a thank you email, I promised to review the video game portion of my prize, whatever it might be. I felt I should write an article in return for their generosity – what could be better than a review of the game they send?

When the package arrived, I was initially cautious; I checked for any ticking or spring-loaded traps...in case they didn't like my letter after all. With security precautions out of the way, I opened the envelope to find an XNA Games tee and a copy of Call of Duty: World at War on Wii, both signed by the great staff at Bitmob. Admiring my loot, I remembered the promise I gave to Shoe by email. Bitmob sent me World at War, so I was going to review it...eventually.

Bitmob loot

The opportunity to review a game given to me by the Bitmob staff felt like it came with added importance. At the time, I had dreams of becoming a video game industry journalist. The Bitmob editors probably thought nothing of it, but the game they sent was my chance to take on an imaginary freelance project without being “on the job.” Reviewing my prize for Bitmob was a symbolic step toward becoming a professional writer, inconsequential as it was.

When I first sent the email to Shoe about reviewing my prize, I was completely earnest in my promise. Once I got the package, however, my willingness had diminished. My priorities were changing, as they often do in life. I knew that I needed a degree if I wanted to become a professional writer. I decided to study journalism, taking immediate action down that route. I split my writing energy between accumulating an impressive university application and doing well in my remaining college courses. Video game writing took a back seat in my mad dash to fulfill the application requirements. By the end of spring 2010, I was admitted to university as a student of journalism.

Prior to Shoe's email, I had made another video game promise to myself. I felt compelled to review Super Mario Bros. before anything else. Afterward, I would tackle World at War without a moment's hesitation. I sent another email to Shoe clarifying my intentions; he replied without complaint. It's not like we had an official arrangement for this piece, anyway.

Now that I was accepted to university, you'd think I would happily move on to the Super Mario Bros. review I mentioned. Yet a sinister change in my thinking caused me to put that on hold for longer. Due to my enrollment in a university program, I convinced myself to avoid writing any more until my formal training began. It didn't make sense, since writing improves with constant practice. Nevertheless, it seemed like a good idea to “save up” for my game reviews by waiting until I took writing courses. During summer 2010, my game writing went on hold yet again.

School came in the fall, and I returned to writing. My output ramped up in a matter of days. I was taking all journalism courses and submitting written work to my professors each week. I enjoyed the variety of projects and the weekly guest speakers who addressed our class. One of the speakers gave a presentation on developing an online presence through blogging.

I thought back to my own neglected blog left untouched since I wrote the letter to Bitmob. I was instantly motivated to get back in the saddle and write more game reviews. I finished my Super Mario Bros. review and posted it by the end of October 2010. Finally, I could review Call of Duty: World at War unimpeded and fulfill my imaginary agreement with Bitmob.

Call of Duty: World at War

I found it curious that Shoe sent me a Call of Duty game as my prize, as I had reviewed Call of Duty 4: Modern Warfare a few years back. I wondered whether he knew about my familiarity with the franchise because it definitely coloured my opinion of this game. The time I spent playing the 360 version of Call of Duty 4 made me expect a certain level of quality whenever I picked up another Call of Duty game. Unfortunately, those expectations were far higher than the Wii version of World at War could muster.

A Call of Duty game on the Wii is a far shot from realism. Collision detection within the environment poses a serious problem. The collision issues usually occur on barriers such as logs in jungle levels and fences in city levels. The over-extended hit-boxes on these objects deny proper cover usage. I wasn't pleased when I aimed my crosshair above the obstacle, but my bullets wouldn't travel past invisible barriers. Strategy in Call of Duty games calls for gaining sight advantage over enemies by peeking out from cover. This tactic is harder to accomplish while compensating for inexact collision.

The Wii's under-developed graphics hinder the shooting-gallery style action classic to the franchise. When I play Call of Duty on a high-definition console like the 360, I can detect the presence of a hidden enemy by watching for the slightest change in camouflage patterns. On the Wii, low-resolution graphics reduce observing subtle visual cues down to shooting everything that moves. Smeary textures cause unneeded eye-strain when I'm pinpointing enemy figures on the horizon.

Shooting baddies

Despite the major deficiencies of the Wii, its motion technology requires more intricate and robust control settings than analog stick setups found on 360 and PS3. The Wii offers gesture commands for reloading and melee, and motion control for aiming the on-screen crosshair. In my experience, I turned off the gesture control almost immediately during my initial play-through; shaking the remote did not work when I needed to keep the same hand steady for aiming.

A further control tweak on the Wii is known as the dead-zone – an invisible box in the middle of the screen that limits where the crosshair can point before rotating the camera. With a large dead-zone, the user aims across most of the screen without turning the character. With a small dead-zone, the user must aim down the middle of the screen and move the camera to alter his or her aim, which is similar to aiming with a dual analog stick controller.

On an easier difficulty, any control configuration is acceptable and workable – the enemies are so weak that it doesn't matter how you aim at them. On the hardest difficulty, however, the play dynamic changes from relaxing to murderous. The enemies on Veteran difficulty have perfect shots and countless grenades. It takes far less damage to get yourself killed. There's no time for dealing with ineffective controls.

crosshairs

In a standard first-person shooter, the user must control two variables for navigation: character movement and camera positioning. With the inclusion of a dead-zone, the number of movement variables increases to three: character, camera, and pointer. That's too much to think about when one can simply eliminate the pointer movement. By keeping the dead-zone small and the crosshair centered, I mimicked an analog stick control scheme, and beat the game on its hardest difficulty without too much frustration.

Not without any frustration, mind you. The design of World at War completely breaks down on higher difficulties. Level structure is partly to blame; some areas have a dozen enemies firing at your approach before you reach the battle zone. The real culprit, though, is the “friendly” A.I. partners. I can barely call them allies, more like a confederacy of dunces getting in the way of my one man army. They had no awareness of the combat situation, advancing straight into enemy lines when there was a soldier beating me with the butt of his rifle. Occasionally, they drew fire away from my character so that I could run to the next cover, but that didn't happen often.

team?

Finishing the game on Veteran difficulty was tough, but not impossible. Even with shaky motion control aiming, I could pick off accurate shots at a distance. Not all the weapons were difficult to use with motion control. The flamethrower, notably featured in the Japanese Pacific sections of the campaign, was ideally suited for swinging around with Wii controls. The skills I picked up playing Pyro in Team Fortress 2 probably helped; I knew how to charge into a room and clear it with a few sweeps of my Wiimote.

Some presentation choices made by the development team were pleasantly surprising. The cut-scenes reminded me of documentaries on the History channel with info-graphics that explained the statistics and progress of World War 2. Treyarch must have had a hefty voice acting budget because Kiefer Sutherland joins you as part of the American squad. It was hilarious to hear the voice of Jack Bauer in a video game telling me to shoot explosive barrels.

flames

Multiplayer in Call of Duty: World at War doesn't feel on par with the overall series. When I compare Call of Duty 4, released a year prior to World at War, the newer game's online features are downright bad. World at War's re-spawning and matchmaking are noticeably poorer than my extensive use of the same systems in Call of Duty 4. World at War offers only weapon-related online challenges, whereas other Call of Duty games track progress for game modes, special kills, and other noteworthy achievements.

The Wii version's greatest omission is its lack of the Nazi Zombies mode. The score-based survival mode is arguably World at War's best feature on 360 and PS3. A gamer who hears friends hyping up the Zombies mode would be very disappointed to find nothing like it on Wii. There's no specific mention on the packaging that this version is a down-grade, either.

Call of Duty: World at War on Wii lacks many substantial features found in other iterations of the series. The Wii copy doesn't bother to announce these changes, yet it has the same title as on 360 and PS3, which misleads consumers into thinking the versions are identical. For that reason, I recommend any other version of World at War over this one.

tank

I played through Call of Duty: World at War in November 2010 while attending university. During the semester, my writing ethics gradually changed. I started to resent handing in my work to be judged and graded. Seeking motivation, I thought towards my future as a professional writer, but found little positivity there. Without much warning, one of my greatest ambitions in life dropped to the floor. I stopped attending classes, and I stopped handing in assignments. My academic spirit shut down. I no longer cared about my journalism degree. Why?

Halfway through my first term studying journalism, I realized that I can never write for a living. Don't get me wrong; I still love the act of writing. That's why I didn't abandon this article along with my semester. I enjoy writing as a hobby too much to make it my job. Just because I like to do something doesn't mean I have to earn money doing it. Think about how many people enjoy having sex, yet the vast majority don't become prostitutes. Exchanging my written words for money, as in a salary, or grades, as in academics, felt wrong to me.

I think giving my ideas an external value would cheapen them. I'd much rather keep my writing free and disinterested. Outside influences can be dangerous. Video game journalists are routinely chewed up for selling out to developers who pamper them during coverage. Writers receive blame whenever they're flown out to a ritzy location to see an unreleased title because it “influences” their writing. Well, guess what: the biggest monetary influence on any game journalist is without a doubt his or her employer. Anyone who hands me a paycheck controls why they pay me. If I'm paid to write, I have to expect my employers will control my writing. That's an authority I can't relinquish.

             $$$

I think all aspiring writers need to face an important fact: paid writers do it for reasons other than writing itself. Professionals want something else, something in exchange for their words. Working as a writer is a valid way of life, but not for those who simply want to write.

As it stands, I've had my revelation, and I'm currently between chapters in life. School is out of the question, so I plan on finding a full-time job. Even with my current sea change, I am eternally grateful that I came to this decision so quickly. Reality has a way of drawing things out too long. In this case, I made an important decision surprisingly fast. I could have easily fallen into several semesters at university before reaching the same conclusion. That is a prolonged and ineffective occupation I do not wish upon myself.

When I wrote to Bitmob in January 2010, I used the phrase “Personally, I'm not looking for praise, or fame, or fortune.” Writing that confused me because I still had hopes of covering the game industry. Now, I understand the truth in my words. I don't want those added luxuries; all I need is complete authority over my writing. It only took me a trip to university and a year-long game review to realize that.

Sorry for the delay, Shoe. Life can be like that sometimes.


(Originally posted on 1UP.com)
 


For the comments:

  • Would you ever consider working as a writer? What would change about your writing habits?
  • What do you think about companies who market worse versions of games as the same product?
  • I mention that my flamethrower abilities were better for playing Team Fortress 2. Have you ever noticed gaming skills that passed between games?
 
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Comments (8)
Brett_new_profile
February 12, 2011

Hehe, I'm glad you finally got around to reviewing this, Spencer! I'm diggin the meta aspect of your article.

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February 12, 2011

Thanks, Brett! I truly appreciate the comment. My heart goes into reading and commenting on other Bitmob articles in the hopes that someone, anyone, will be kind enough to do the same for me when I publish a new piece. You rock! Not to mention, you were one of the Bitmob editors to sign my prizes, making them far more meaningful than they would have been otherwise. :)
I'm glad you dug the meta aspect. I like finding the "bigger story" with each game I play and write about. Sometimes that bigger story is part of my personal journey through life, as is the case with this article and my previous StarCraft review. Writing is a reflexive activity. If I can relate a game to my own life while perhaps discovering a clue to what it all means, then I feel I've done a good job.
I hope you didn't fall asleep while reading this! I know I have a habit of writing long articles, but I put in the effort to cut and arrange them effectively (at least I think so). This one in particular had several arching narratives to it. I'll try next time to develop a more singular approach to my writing. Maybe that way, I'll get to writing more than a single article a year. :P
Lastly, I am extremely grateful that one of the 'Mob Bosses paid attention to this article. I did, at the outset, write this for you guys after all. It was interesting for me how, during the process, this piece became much more about my personal growth as a writer than a silly made-up agreement I had with Shoe. Thanks again for the inspiration and the catalyst that helped me find my foundation as a writer. It means a lot.

230340423
February 12, 2011

Your comments on writing are thought-provoking, Spencer. For myself, I've always known journalism was my life's calling (or at least one of them), and getting paid to write is actually part of that. I work for a local newspaper as a full-time job in addition to working here at Bitmob. One is paid and one is not, but I think they each have qualities and rewards to offer.

For example, on Thursday I got to cover a press conference where a prominent local figure announced his resignation. That was an incredible opportunity, one I could never have had if not for my status as a professional journalist and an employee of a news organization.

On the other hand, whenever I have tried to write about video games for my organization, I've had to realize that I can't write with the level of detail I'd like, because it would be inappropriate for the newspaper's wider audience. I greatly value the freedom that Bitmob allows me -- I can write what I want and address an intelligent, passionate community. Maybe I'm just lucky to have found a balance. :)

Anyway, good stuff and a great review. Thanks.

Shoe_headshot_-_square
February 13, 2011

This is a great article and a great review. :)  And I can't believe you played the game on Veteran!

Thanks for finishing what you started. It's really cool to see how the last two years have been for you. Please stay in touch!

Also, I never really thought about it before, but I guess I want to be a prostitute.

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February 13, 2011

@ Layton: I'm glad I could provoke some thoughts! Congratualtions on finding your life's calling. This article was basically about me losing track of my own calling, but I'm eager to see what's next. For years, I wanted to write about games for a living. I held that dream, making concrete decisions towards it, all while writing about games as a hobby. I realize now that the writing I'm currently doing is exactly what I want to do, and if I wrote for someone else it might change for the worse. 
Now I can pursue other occupations that connect me with gaming. There's a prominent game industry here in Montreal, so I figure I can get a job on the dev side eventually. I already work as a tester part-time, which is a nice way in the door.
In my article, I only mention that writers exchange their work for grades and money, but of course there are other things that come with the job. Professional writers get special privileges -- like attending the political resignation you witnessed -- attention, praise. Most importantly, professional writers have a level of integrity that non-professionals can't match.
@Dan: Thanks again! Yup, I did play through W@W 4 times. I spat and swore my way through Veteran, fists tightly clenched around the Wii Mote and Nunchuk. The two most brutal levels are only halfway through the game. Trench warfare with enemies tossing grenades into my trough, a dozen rifles aiming down the long corridor, snipers routinely placed in trees up above. Brutal. Funnily enough, I made it through the tank level in one attempt on Veteran. It's one of the more enjoyable levels because of the change from bullet mayhem.
Oh, that prostitute comment wasn't meant to be insulting, and I realize only now that it could come off a bit like that. I used the analogy on bare terms. Prostitution is viewed as a negative occupation, and often its employees are forced into the business. That's not the connection I intended to make. You made conscious decisions to become a writer, and that's awesome. Think about it this way: you get to do something that feels totally fun and amazing to you, and you get paid to do it. Maybe pornstar would be a better analogy ;) What I meant to say is that I wanted to keep my writing away from being a good or service.
I'll definitely stay in touch, as I'll continue to post my articles to Bitmob (if that's okay with you). I've got a review of an indie game coming up that will hopefully turn some heads. If I'm lucky, I can score an interview for the piece with the game's developer . Here's hoping!

Shoe_headshot_-_square
February 14, 2011

I didn't find it insulting. I'm one of those people who find the general public too sensitive about things anyways. It's hard to embarrass or insult me. :)

Redeye
February 14, 2011

Really interesting article. I'm sort of on the same boat as you with very much being interested in control over my writing over being paid for it. I just am trying to find a way to still be paid for doing whatever I want. (That may make me officially insane though.)

My answer to that conundrum is to just write whatever I want and see who likes it and try to convince them it's worth paying for. Sometimes it suprises me what connects with people and overall my predictions about what will or wont be popular out of articles I write are pretty universally wrong.

In the long term I think i'm better suited for fiction then for games writing, mostly because I'm not, nor will I ever be, particularly interested in journalism. I'm much more of an opinion person then a due dilligence sort of person. Fiction is the one area where putting forth your own opinion well seems to be the most effective, because you can camoflauge it with awesome story and characters so that people who don't quite agree with you can still enjoy you being overly self indulgent.

Overall my plan hasn't officially worked out, but I am not mentally cut out for being a super dedicated and super market concious type who manipulates image, public opinion, and politics to guarantee their writing can make money. So I just have to go with the 'hope that I get lucky and put out the right thing at the right time' sort of slot machine route. At least i'm having fun with it.

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December 07, 2011

@Dan: Heh, I didn't think you were. I was just trying to be polite. I figured you have a cool head from all the craziness on EGMLive*.

@Jeffrey: I can see where you're coming from. I think one of the major reasons I left the journalism program was because I didn't find that writing ethic interesting. I was drawn to it by name only, since I thought a Journalism degree was the perfect diploma for the job. Now I know that I much prefer the analytical and personal essay style of writing over newsfeed content. And I can write essays from the armchair in my home just fine! I don't need to pursue an occupation just to kill a hobby I already had. I might not be doing it as much, but it's at a pace I enjoy. Good luck in your quest to become a successful writer!

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