Vista Ultimate: Disappearing Plants and the Big Secret


5/15/2009 6:45 PM | 12 Comments | Page 1 of 2

Ryan Kuo
Ryan Kuo
Status: ('______') -- blorp blorp I'm a DJ blorp blorp blorp
To my surprise, I launched my game of Plants vs. Zombies during my lunch break on Monday, and my save data had disappeared. The title screen stared blankly at me. "Welcome, Ryan! Start Adventure." Where were the keys to Crazy Dave's shop? Where was the Zen Garden with all my plants? Bald patch of grass. My hours spent on the game were gone; my progress had been reset.

Vista Ultimate
Play Peggle on the worst day of your life.
In full-on grieving mode, I wracked my mind for things from the game to miss. I couldn't come up with anything. If you're like me, then Plants vs. Zombies fades the moment you stop playing. Where are the sublime gaming moments -- like when you first emerge from Black Mesa in Half-Life, for example -- that are still a part of you long after you've moved on? Because Plants vs. Zombies never challenges you to the point of frustration, it also doesn't force you to engage with it any more intensely than you would your breakfast, or your day job. It's actually hard to remember anything about this game but its style, which I think is the point. The style is the substance, and there is a lot of it.

PopCap has perfected the art of the casual game. Casual games appeal entirely without effort. Hardcore games assume that you will put effort into them, and reward you afterward. But in Peggle, simply turning on the futuristic pachinko game is rewarding. The sun is rising. You hear lyrical strains of Edvard Grieg. Buttons on the main menu hum agreeably at you. Animals wearing surgically enhanced smiles take you through the game. In playing, you're asked to press one button, over and over, to bring out stars and rainbows to the tune of "Ode to Joy."

Vista Ultimate
Zen Gardening brings out my maternal side.
It's fairly obvious to any Peggle player that these are exaggerated rewards. The load of positive reinforcement here is shameless. PopCap games wear this artifice on their sleeves. Without recourses to "meaning" -- characters, challenges, sublime moments -- a game is left with exponentially more space for other possibilities. PopCap fills this space with pure sensations. Sounds, smiles and surrealities. Games like Plants vs. Zombies and Peggle are categorically different from the likes of Portal or Grand Theft Auto IV, games that are meant to sink in. Playing them is about indulging in exquisite pleasure, pleasure for its own sake. It's about giving your nerves the stimulation that they want.

This isn't a judgment against casual games; it's more the opposite. PopCap gets that games are virtual -- and so should be your feelings of accomplishment. It's easy for things like skillfully managing resources in a real-time strategy game, capturing the flag in a team-based shooter, or pulling off a difficult raid in World of Warcraft, to feel like achievements. But I'd argue that achievements in a virtual world are still virtual achievements. Or, in other words: They're not actually achievements of any kind. They've never been anything more than gameplay.

Like Peggle, Plants vs. Zombies focuses solely on the moment when it's on and it has your attention, which it pets like a kitten. When it's off, so is your fulfillment. It's a game that doesn't pretend to be anything more than a game, and its foundation of tower defense is just solid enough to support stacks of sublime gratification. The plants dance; the zombies are lovable. Conflict feels good. The intricate network of play becomes apparent the further you play the game: Zombies drop coins that can be used to enhance your conflict-free Zen Garden, a break from the game within the game. Replaying the main game then becomes a way of financing your garden, which has its own surprises and rewards. Then there are the puzzles and mini-game variations, which range from bowling to Bejeweled Twist. It's a staggering amount of invention for the sole purpose of continual, ever-shifting pleasure.

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Comments

  • Muhlenberger
    Muhlenberger

    6/1/2009 10:50:51 AM

    Seems to me it's more or less like World of Warcraft where you constantly have to play the game to achieve better items/talents.

    Reply »
  • Palalong
    Palalong

    5/20/2009 4:50:46 PM

    well I enjoy plants versus zombies, i wouldn't consider any one aspect as feeling like a chore, but I can also pause the game without penalty. Content in Animal Crossing, to me, includes new emotes, rare item sets, new songs, fossils, animals, anything you can get from rare spawn NPCs or by shaking a bunch of trees. I guess the characters are content too, and in that sense its great to get out a resident that you have two of (the same personality that is) in exchange for a whole new neighbor

    Reply »
  • RyanKuo

    5/20/2009 4:31:21 PM

    You're saying that you do OCD chores in games so you can experience more content, right? How do you feel about doing chores and stuff in a game like Plants vs. Zombies, which has no plot? Or, what do you see as being the "content" in Animal Crossing?

    Reply »
  • Palalong
    Palalong

    5/20/2009 3:56:25 PM

    you're right too ryan, the game gets you so immersed that it's hard to let go of the aspects outside of my control. That's really a testament to good game design

    Reply »
  • Palalong
    Palalong

    5/20/2009 3:54:42 PM

    oh definitely, but I play games for content and lore. so when it comes down to it I create the chore aspect. This would not be the case if I had time to spend an hour a day on the game, I just feel like I'm playing catch up after taking breaks. Besides the OCD goals are the best, getting the town to be acceptably clean is so hard, and even with a big house I just want to see the fountain you know? I guess playing MMOs has made my play style a lot more goal driven, in the sense that if I run out of content to try to attain I lose interest. Animal Crossing definitely preserves a lot of its playability with the little random things to do, and it really never gets boring. But something like Fallout 3(which I loved btw) has a definite end, and any "new adventures" I seek to have will involve repeating a large chunk of the content that I've already done. You could opt out, but then you'd be missing aspects of the game that were placed there for you to experience.

    Reply »
  • RyanKuo

    5/20/2009 3:49:46 PM

    @Palalong:

    These are things I like about Animal Crossing. You have to relinquish control after a point, accept that animals will come and go, and that the world will keep on growing (weeds) without you. (I wish it would grow its own damn trees, though.) The relationship I've developed with Wild World has felt a lot more organic than other games. At times it's been a bona-fide hardcore experience (farming beetles every night during the summer to upgrade my house); other times it's just a morning diversion, or a screen-saver even.

    Reply »
  • GusMastrapa
    GusMastrapa

    5/20/2009 3:33:42 PM

    @Palalong:

    It's interesting that you call Animal Crossing a chore, but willingly chase all the sort of obsessive compulsive goals in the game. I'd argue that you can opt out of those undertakings and still enjoy the game.

    Reply »
  • Palalong
    Palalong

    5/20/2009 1:40:11 PM

    yeah and that's what turned me off of it. I have real life friends in WoW who don't even guilt trip me if I take a few weeks break. And the weeds are such a nuisance, because city beautification is such a pain in the ass if you're going for the achievement. Plus it left me less time to fish and shake trees. What killed it for me was the one guy who was the most hilarious left and I was given no option to stop him. I just feel like that turns it into a chore after a while. Plus the fact that it was my friends DS, I could have played every day but it wasn't worth it. Don't get me wrong though, I have all the full upgrades and a lot of sets, I just got tired of having NPCs bitch at me

    Reply »
  • RyanKuo

    5/20/2009 12:39:19 PM

    @Palalong:

    It's funny, I thought Animal Crossing had a very light touch in terms of compulsion. When I was playing it, I wanted to visit the game every day, but I also felt OK leaving it for a few days. The animals kind of guilt trip you for taking a two-week-long vacation, but (weeds and roaches aside) it's just words ... you kind of decide for yourself whether you shouldn't have left. The weeds and roaches are more a visual punishment than a gameplay one -- actually, they give you MORE things to do in the game. I feel like it has a positive attitude. If you miss something, there's always next year (or rewinding the clock).

    I returned to my town a few weeks ago, after a few months, and was really surprised by the feedback I got from the game. Some animals made me feel kind of bad, others were just happy to see me, and I think one other kind of played it cool. It made my relationship to this game feel a lot more human and subtle than other games do, like it can be a really long one.

    Reply »
  • Palalong
    Palalong

    5/19/2009 7:11:01 PM

    Well your article made me think about it Ryan. You essentially want a happy medium. So the game is extraordinarily addicting when you play it, but does not penalize you for wanting to do something else.

    A contrast to this is Animal Crossing(any of them). I fucking love that game, however it is not possible to take a few days, or god forbid 2 weeks off of playing. When you return your town is overgrown with weeds and that one friend that you liked the most has moved out; you wonder what songs you missed from KK and if it's even worth it to try to pick up the pieces. That sort of stuff makes me stop playing. Great game, but the expectations that it forces upon you require that you choose between real life and the game world. Real world wins every time.

    Reply »
  • RyanKuo

    5/19/2009 5:43:48 PM

    @Palalong:

    It's interesting what you bring up. PopCap wants its games to be addictive, but it doesn't necessarily need (or have the ability to monitor) people having them constantly on. So, it just makes the games as incredibly satisfying as possible, for as long as they are on. Like a drug with all the trip and none of the chemical hooks. (Although I was pretty hooked anyway.)

    Reply »
  • Palalong
    Palalong

    5/18/2009 2:23:25 PM

    that's a good way to look at it. I guess the dichotomy occurs between developers who think their job is to keep the user from being able to stop playing(WoW), and the developer who understands that we will always have to stop at some point at intends to help make the transition less troublesome and as seamless as possible. PopCap is also not concerned with CCU like MMOs are, but they want their games to last longer than, say, a single playthrough of Doom 3 before you uninstall it.

    did that make any sense at all? I'm not sure

    Reply »

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