1 Eylül 2021 Çarşamba

Jrpg Is A Bad Name For A Genre

 

The term “JRPG” as a video game genre annoys me. Long-time readers of this blog might remember that I have written about this before, but this topic is worth re-visiting because it continues to create annoying discourse. That old post doesn’t quite hold up to my current standards, and also it is more of a general discussion about what the term “RPG” means. So a revisit is in order: 

Why does the discussions around the word “JRPG” tend to attract terrible takes? Here, I argue that it is because the term itself is a pit of unexamined and outdated generalizations, based on these points: 

  • It is a misleading name, superficially about game having Japanese producers, in truth it is used for a set of unrelated, arbitrary qualities which is seen fit to be called “Japanese” or “Eastern” 

  • These set of arbitrary qualities don’t build up a true shared identity or tradition of design 

  • The games that are called “JRPG” don’t have unified traits which neatly separate them from “non-Japanese” RPGs 

  • “JRPG” is unintuitively used to imply both an “rpg-ishness” but also a place of exclusion from “true” RPGs, a term which is subjected to a great degree historical revisionism that people insist on the most when talking about “JRPGs” 

  • The label is awkwardly loaded to carry over the legacy of “the console RPG”, a distinction which was itself never quite correct and definitely not relevant today 

  • “JRPG” inherently centers a western centric viewpoint, specifically an audience who is being advertised “an exotic product”, it is no surprise that the discourse around these games have racist undertones. 

  • People who make hot takes about “JRPG” never explain what they mean by the term, instead instinctively drawing on lazy assumptions they have absorbed by cultural osmosis, breeding bad discourse

  • The label actually obfuscates the set of shared design traditions we can use to connect games with.

Building upon the last point, I will present my personal approach to classification. My goal is not to evangelize a new naming convention, but to make you think about assumptions we make and hopefully, to make media critique a little healthier. If nothing else, classifying things greatly pleases me. 

 I want to stress here that vague terminology is a natural part of everyday speech, and the ideas behind the words are more important than words themselves but game critique examines our relationship towards games and our choice of words when describing games is absolutely a part of that. Also, all good media critique is a little pedantic.

1. “JRPG” does not mean “Japanese RPG”

Dark Souls is a JRPG. Made by Japanese developers, it is literally a “Japanese RPG”. And yet, I have seen no publication calling it such. Wikipedia includes it among “Eastern RPGs”, but it also doesn’t use “JRPG” as a distinct identifier.  

Why? More bafflingly, I imagine there are many who respond to this with a surprised look: “Well duh, Dark Souls is obviously not a JRPG?” There is nothing obvious about this. The clear thing here is that JRPG is something different from Japanese RPG, even though that’s what the acronym stands for and most people would use the two terms interchangeably but they would only exclude games like Dark Souls. What’s more, sometimes non-Japanese games are called JRPGs as well, and you can see why people do that some of the time. It almost makes sense, but it should not. This is opaque and unintuitive.

Other genre names have some unintuitiveness, as well. First person shooters are commonly understood as involving movement in a 3D space, 2D arcade first-person shooters don’t count. Similarly, in English discourse, “fighting game” is likely to exclude beat’em ups, despite the fact that they almost always involve  nothing but melee fights. In this case, it is very easy to understand why: On-rail shooters and beat’em ups aren’t very prolific anymore, people don’t immediately think about them when we say “FPS” or “fighting games”, respectively. This is not a conscious exclusion, while there are contrarians about everything, I am confident that most people would not seriously object if you said “Double Dragon is a fighting game.” 

Terms like “action” and “adventure” might be confusing to people who don’t really play a lot of games, considering that apart from a couple distinct genres such as puzzles, most video games involve some kind of action and adventure. But, they become less unintuitive when we think about their sources: “Action” clearly takes its name from action movies. Action movies live by their combat scenes, so an action game makes the player directly engage in real time combat. Pew pew, stab stab, pretty easy to understand. “Adventure” is somewhat more tricky: It refers to games defined by a lack of combat and a focus on exploring an environment or unraveling a mystery. “Adventure” does not describe a core mechanic, it describes a lineage: This game is like Colossal Cave Adventure (1986), or simply, Adventure. And there is a very clear need to identify games with deliberate focus away from combat. So really, “adventure” is as good of a one-word phrase as anything else.

More importantly, none of the terms mentioned above are deceptive. “JRPG” is a deceptive term. It draws you a coherent enough picture that we can go and say “Oh? JRPGs, you know? We just know how those games are…”

No. I don’t know. You don’t know either. No one knows.

2. “JRPG” defines a lot and nothing at the same time

“JRPG” can mean so many things:

  • Japanese developers

  • The game has “Japanese-ness”

  • “Anime” look

  • “Turn-based” combat

  • Random encounters

  • Combat transition screen

  • Dungeon areas separated from non combat zones

  • World map where characters are represented gigantically

  • Fantasy setting, may or may not have futuristic elements

  • Elaborate, spectacular boss fights

  • Long plots, lots of dialogue, often with a lot of cutscenes

  • Story does not offer branching paths or moral choices

  • Linear story and environmental progression. If there are any “side quests”, they are minimal.

  • Characters have pre-defined personalities and appearance with little room for player expression

  • Characters level up

  • Leveling up happens frequently

  • Low customization, no stat allocation on level up

  • Engaging in combat specifically to level up or collect resources (i.e. grinding)

  • Little or no limitation on inventory

  • And so on…

There are many ways to classify games. But not all of them are very illuminating for game critique. Sure, “anime” look, “turn-based” games or colorful bosses are things I enjoy and seek in games, but does that mean that they are meaningful for identifying genres? Is “JRPG” a pointer for a set of narrowly-defined design ethos, or an umbrella term for a myriad of games that share a nucleus? If it's the former, it becomes doubly awkward to call the genre “Japanese RPG”. If it's the latter, it doesn’t make sense to have so much gameplay and setting requirements, especially when some of those requirements are nonsensical in of themselves. Genre names are usually defined minimally around a core element (action) or elaborately around detailed expectations (roguelike). JRPG sits in an awkward spot where it clearly evokes tropes from certain games but those evocations don’t trail back to a shared identity between those games.

3. “JRPG” points to no unified identity

If “JRPG” points at a unified identity, it should be easy to determine which set of qualities make a RPG “Japanese”. Unfortunately as it turns out, having Japanese producers is not enough.

Is it having “anime” looks? What does it mean to have “anime” graphics?  Better yet, what is “anime” in the first place? Outside of Japanese, it usually is a loan word to describe Japanese animation. The bad terminology starts right here, I have heard “anime” being referred to as a genre worryingly often. Yes, a country’s cultural output shows a shared history. The shared history can reveal many design traditions. “Ottoman poetry” or “Soviet cinema” are valid areas of study. No, this doesn’t make them genres. Otherwise this implies that an entire country has the cultural width of a movement of only several artists, which is quite othering. Anime offers widely different artistic directions, saying a game looks like “anime” or “cartoon” only says that it doesn’t look “realistic”.

It’s gravely frustrating that the dictionary of gaming media contains so many pure marketing terms. People don’t think about how weird it is to talk about, say, “animated cutscenes”. On the whole, only a minority of games use any live-action footage, most games are entirely animated. There is no “make the game look naturalistic” button. Lighting, meshes, shades, colors are all conscious decisions by the designers. One can just say “non-engine cutscenes” but we don’t, because game graphics must be discussed in the limited window of realism. Final Fantasy 10 (2000) has well-detailed, well-proportioned creatures and buildings presented in an environment with exquisite attention to color and flow of water, managing to look both whimsical and lifelike at the same time. It’s a true visual marvel. Another popular game from the same year, Elder Scrolls 3: Morrowind looks like a decayed horror puppet show. Yet the gaming press have pledged eternal servitude to the 3D acceleration gods, so the former looks like “anime”, the latter looks “realistic”. This feels so disrespectful to the craft. Trails in the Sky(2004) uses 3D models on a 2D plane, giving it a very distinguished toy-like look. Dragon Quest 11: Echoes of An Elusive Age (2017) gives a sharply drawn Pixar movie vibe. Shin Megami Tensei/Persona games had many different directions but they all have the unique blend of brightness and weariness that makes the environments feel both otherworldly and mundane at the same time. Looking past the fidelity hype, “realistic” games also make wildly varied choices. Modern horror games use hyperrealism to disgust and unnerve the player. Many open world games have a very pastoral direction, sometimes to the point of making the human feel out of place. FPS and racing games clearly masturbate to guns and cars, respectively. Gaming critique would immensely improve if it stopped hatched on lazy terms so much.

Even beyond using obstructive terms, does it even make sense to put graphics as the basis of a genre? Perhaps, but it is strange to do so selectively. For the most part, game genres are almost entirely defined by gameplay concepts. Visuals immensely affect the character of a game but would Elder Scrolls 5: Skyrim (2011) have fundamentally split from other “Western RPGs” if it had looked like Trails of Cold Steel (2013)? Especially when its predecessor: Oblivion (2006) looks like a saturated, darkened Shrek movie most of the time. It all feels bizarre to me, because the logic clearly comes from preconceived notions of how Western titles look rather than thinking about how visuals affect the design of the games.

The other commonly seen definition of “JRPG” is having a collection of several gameplay concepts, most importantly having a separate screen for battles and “turn-based” combat. It should be noted here that “turn-based” actually refers to controlling characters with a menu, whether battles actually happen by taking turns or spending time slots is not that relevant, so it should be really called “having a combat menu UI”. Is performing combat through menus a genre-defining property? It does affect the general design of the game quite a bit after all. But it doesn’t really separate a game from “Western” RPGs. The WRPG label doesn’t seem to have such restrictions. Anything from full tactical gameplay to almost pure action is OK. And really, would Witcher 3: Wild Hunt (2015) be so fundamentally different if it had combat transition screens? Or, in a purely structural sense, how much is it different from a Tales entry? If anything, the latter is more fast paced and combo oriented compared to most Western action RPGs. The only way this makes sense is to conclude that “JRPG” lacks a coherent set of qualities, because it is defined by exclusion, by looking too “anime”. Anything about game mechanics is a backwards justification, not a point of serious analysis. 

4. “JRPG” is a label to demote a game from being “true” RPGs.

“Roleplaying” in video games is not just playing as a soldier, an adventurer, a cook etc. but being that person with a past and personality, making decisions and having the world react to you back, to create the experience of a tabletop role playing game. This is facilitated by rich dialogue trees, morality systems, factional alignments, player actions snowballing into unpredictable future events, customization options for appearance, character builds, obstacles designed to be solvable in different approaches and creating as many opportunities to let players express a personality as possible. A fairly common argument is that a roleplaying video game is a game that has such mechanics and that it should try to approximate a tabletop experience as much as possible. This is quite understandable, given that the idea that the computer simulating a Dungeon Master [1] is perhaps old as using the word “RPG” for video games.

Unfortunately, this is an ahistorical definition. Computer [2] RPGs have always been called as such because they are mathematically simulating a tabletop game: Character sheets, level progression, combat calculations, inventories, maps etc. Things like story, characters with personalities, lore, non-transactional dialogue came quite later. It’s all good to say “JRPGs aren’t real RPGs” but then this argument extends to declare that nearly two decades of games designed, marketed and accepted as RPGs have not been RPGs all along. It is also weird because Japanese RPGs were quite instrumental for the push from math-intensive dungeon dwelling to games centered around strongly realized narratives, worlds and the feel of RPG adventure, and in fact, ahead of serious attempts by Western RPGs. They are built upon tabletop RPGs as well. Reserving the word RPG for around a handful of franchises designed to imitate a tabletop experience opens more holes than it closes. It’s usually easier to widen a definition than to narrow it down.

More importantly, the fundamental difference between video game roleplaying and tabletop roleplaying needs to be addressed. All video games except the most abstract ones attempt to simulate an experience. Racing games want to make you feel fast. A football game wants you to give the thrill of playing football. Games with a protagonist make you, to a certain degree, feel like that person. Tabletop systems have the same goal, the difference lies in methodology. They create an environment to make the player imagine scenarios, whereas video games create scenarios players can see and hear to capture the player’s imagination. Moreover, tabletop and video games are both necessarily unfaithful simulations. Tabletop games are a medium of mats, dice, pens, papers. Video games are a medium of buttons, sticks and  --nowadays-- VR headsets. The difference in physical experience gives another dimension of difference in two roleplaying systems. But this layer of difference goes beyond the specifics of the play items. If a tabletop game was conducted in an electronic  medium, if the player communicated exclusively with chat systems, all calculations and decisions were mediated with a computer, the layer would not disappear. Because the physical experience is still used to give space to player-made scenarios, not a pre-made or generated one.

The most important difference however, a tabletop game is a social experience, whereas video games have a social dimension built on top of them. Roleplaying in a tabletop game is a fundamentally collective experience, a scenario is enacted by the clash and harmony of multiple brains. In a multiplayer game, players still primarily interact with the computer individually and use the channels the computer gives to interact with other players. The roleplay experience happens separately. Anything more needs to be done outside of the computer’s supervision, meaning, outside of the game.

Then, what do exactly dialogue trees, factions, classes etc. add to a video game? Of course they enhance the ability to roleplay in various ways, but at its core, we are still no closer to the tabletop experience than a figure of  level progression values or controlling a virtual avatar to swing a sword around. Roleplaying in a video game is a unique experience, but it is not limited to “roleplaying games”, let alone only ones with very specific design goals among them.

5. The problems of “JRPG” don’t vanish with “Console RPG”

A fairly common term in RPG discourse is “Computer RPG”. Originally just referring to the platform, the terms seems to have been crystallized to RPGs which have long dialogue,branching paths etc. and to specifically contrast with “console RPG”. This is nearly identical to “WRPG vs JRPG” dichotomy and while it bypasses the weird implications, it is still problematic: Because for the most part, “Computer RPG” is still implied to be the true RPGs but also because, “the console vs the computer” is a misleading framing. PC game development in Japan was quite active in the 80s and stayed somewhat relevant until the 2000s and many RPGs, including famous ones like Final Fantasy and Dragon Quest, either had ports or were developed first for the PC. Also, quite a bit of Western RPGs made their way  to the consoles. Most charitably, the console vs computer RPG divide existed maybe a few years in 2000s before games being released on more than one platform, however late, began to emerge as the new norm. Today, “JRPG” is still somewhat used with “console RPG” interchangeably, and it is still awkward. 

6. “JRPG” is Western-centric

No need to beat around the bush: The Western discourse and attitudes on East Asian cultural outputs have been, and sometimes still are, plainly cringeworthy. On the video game front however, things are a little more complex.

The Japanese impact on video games is undeniable. So much so that, discourse often dodged the usual Orientalism, it was simply a fact that you were playing Japanese games on Japanese consoles. Consider that for the PS1 and PS2 eras, Final Fantasy games were the biggest AAA titles of their release years. It is somewhat difficult to speak of these games in an othering tone when they ruled the scene. For this reason I don’t actually find it surprising that “JRPG” or even “Japanese RPG” doesn’t really appear in the 1990s or even much of the 2000s. [3] It just wasn’t thought of as separate from Western games.   

Then, in the late 2000s and early 2010s, something happened. In much of the gaming press, a “decline” narrative took foothold. JRPGs, they said, were “stagnating”, “anime”, “outdated”,”cliche”. Of course, they were still often praising the new Japanese releases, yet they needed to “innovate”. [4] Even the old games they hailed as “core role-playing experiences” for years and decades were not spared from scolding. They were “slow”, “overly complex” and “stiff”. Now that big-boy Western games like Oblivion and Dragon Age were here, it was a problem that “JRPGs” were too “stale”, probably needed to be a bit like them, not “too Japanese”. As soon as Western press could turn up their noses without losing clout, they did, and “the Japanese-ness” became a problem. The same attitudes have always existed for niche localized titles, especially visual novels, and in hindsight it was inevitable that it eventually hit RPGs too, doubly so in an age where long-time Japan-only games were slowly being localized.  

No wonder that “JRPG” feels so awkward. It wasn’t really around until an arbitrary list of features people have some grievances genre-ivied around what Westerns decide as “Japanese”. When people invoke a cultural association heavily in a negative context, the discourse inevitably gets loaded with racist undertones.   

7. “JRPG” enables bad critique 

Regardless of whether someone cares about game reviews or not, the discourse still flows downstream into the general public. We are discussing games with the vocabulary the gaming press and the marketing teams create. It’s irresponsible to write thinkpieces and list hot takes about Japanese games if you don’t know what you mean when you say “JRPG”. It’s really not merely my love of taxonomy, I just want to know the base assumptions the author is making. When I read something like “JRPGs are clunky”, I truly think “Damn, that’s crazy. I wish I knew which games you are referencing here...”

This goes hand in hand with a second issue. In the absence of a common understanding of a genre, the writers entirely rely upon their pool of personal references, which, I can say with great confidence, is usually very shallow. Perhaps some Square games in Super Famicom, perhaps Final Fantasy games from the PS1 era, often a collection of popular hits like Pokemon and Persona. Usually a stand-in for “turn-based” games, you would be quite lucky to find any reference to action games that are not FF 15. Even luckier if you never encounter the word “anime”. If the author talks about a game without an English version, you’re basically witnessing a miracle! 

A good critique avoids uniformed generalizations. Starting the discourse with balloon concepts like “JRPG” encourages them. Even otherwise reputable writers time and time again fell into it’s magic. At least, with something like “Computer RPG”, we can be reasonably confident that the person is talking with some coherent design goals in mind. “JRPG”, on the other hand, can be anything you want it to be. A lightning rod for childhood nostalgia, a pinch of exoticism for a newly localized title, or a nice boogeyman of every video game trope you think of as “Japanese” thus bad. Just bad games writing all the way down.

8. It blocks us from better ways to think about games

Perhaps one reason the word “outdated” comes up with “JRPG” is because, in a sense, “JRPG” is outdated. You can never see innovation in something if you repeat arguments that already decided it as backward a long time ago. There will never be a fresh take about “JRPGs”, only reviews gushing how a new popular RPG “revitalizes the genre”, “gives a fresh spin on classics”, “shows that JRPGs can be [insert good thing]” for the umpteenth time. So then, let’s think of alternatives!

First, what is a “genre” when it comes to video games? In the past, it was quite simple: Are you shooting, jumping or moving things around like chess pieces? Simplicity is certainly useful sometimes. But contemporary thinking bends towards focusing on specific features without making judgments on the game as a whole. For example, “Metroidvania '' points to certain ideas on level design. It doesn’t make assumptions about combat or game spaces. You can have a 2D shooter Metroidvania or 3D turn-based Metroidvania. This makes it easy to talk about games with mixed and creative design ideas without awkwardly collapsing them into broad categories.

So, should “RPG” be an umbrella name pointing to a simple interaction, or a particular pattern that can appear in wildly different games? For a long time, they have distinguished themselves as being centered around a strong sense of progression. But today, that’s a little shaky; most games have embraced “RPG elements” in one way or another. They favor empowering the player bit by bit and want us to play the game for a long time. Is every game that has a skill tree an RPG, or does the game need to obsess over character statistics a little more?

Perhaps big modern games, with their desire to be a little bit of everything for everyone, are making us lose the forest for the trees. I have already mentioned that old RPGs are called so because they imitated tabletop RPGs. But, this by itself does not mean a lot in terms of game design. Instead, we should ask this: How did they approach their goal? Time and time again, we see three answers:

  • A game like Wizardry: Proving Grounds of Mad Overlord (1981) says: “RPG means numbers. Lists of numbers. All the numbers please”

  • A game like Legend of Zelda (1986) or Ys I: Ancient Ys Vanished (1987) says: “No, what’s important about RPGs is the feeling of being in a well-realized fantasy world, the moments of exploration and triumph.” [5]

  • A game like Dragon Quest (1986) says “I can have both the numbers and the fantasy world”

The first approach aims for delayed satisfaction. These games want you to plan, manage resources and gradually train the player characters to mastery. They are very reminiscent of strategy games in some key ways, no wonder many “RPG-strategy” hybrids fit this model. 

The second approach takes its strength from other video game designs. These games are about the moment-to-moment fantasies that RPGs can offer. Finding hidden items, beating impressive bosses, solving puzzles, successfully talking your way out of something, expressing your character visually and textually more than with statistics. These games simplify and often outright remove numerical representation whenever they see it as a crutch for the feel of the game.

The third approach unites the first two approaches. This is not a really middle-of-the-road approach, rather it wants to achieve both in-depth planning and a fully immersive world, only cribbing from them to achieve the integration better.

Finally we have a coherent picture of a genre and I can provide my answer.: A computer RPG is a game that tries to be an RPG in a computer. This is recursive, but, RPG is really a feeling like “horror” or “romance” more than a neat collection of gameplay elements. Every RPG is a spiritual successor of previous RPGs, the spirit is what connects them the most, more than any particular design idea. It might not look quite descriptive at first but it is actually not that vague. Think of Grand Theft Auto games: They simulate a lot of things, and the next installment can add progression bars or skill trees all it wants but RPG-ness needs a deeper textural feel that needs to be in every fiber of the game. A game similarly doesn’t become horror if it just puts random, out-of-context jump scares isn’t it. It should want to be a RPG.

I find this is a satisfactory answer for a couple of reasons: First, it encompasses most games that someone could think of as RPGs and some games that aren’t called so but have clear links to the former. Second, it relies on a specific interpretation of “roleplaying” in video games. Third, it doesn’t make assumptions about a game’s features such as linearity, speed of combat, the weight of the plot or even any online features; clearly RPGs show a rich variety across all these. Lastly, it highlights similarities between games that are usually neglected within the discourse.

Now, onto the subcategories! I will call RPGs that are in love with numbers as a Bookkeeping RPG. These games essentially make us have fun while maintaining databases and making numbers go up. It covers very old-school games with various tactics or strategy hybrids. We can also use the term “classic-type RPG”, but “classic” is a fairly overused term in media critique so I am avoiding it, plus “bookkeeping” is funnier.

The second type can be called a Journey RPG. These games are mainly interested in making us travel to a different world. Numerical systems are not necessarily shallow but they are clearly not the main attraction. Modern AAA behemoth games are clear examples of these, despite their many, many design goals. So are most 3D Final Fantasy games, they are very clearly drama and spectacle centered, even if they include side bosses to account for the power players. In fact, not only were they the biggest games of their times, they set the blueprint for today's all-encompassing design approach.  

The third type can be called Growth RPG. These games are about multi-faceted changes of the main characters; statistical, visual, story-wise and everything else. Many old and new RPGs, Western and Eastern alike, fall into this category. [6] Yes, games like Final Fantasy 6 (1994) and Baldur’s Gate (1998) are similar in many ways. They both have extensive combat systems alongside rich story content. The differences in execution matter, but they can be expressed with further categories or qualifiers in ways that do not swallow the connections.

Once again, I don’t claim that my method is the only good way to classify RPGs, in fact it is very accommodating to many potential taxonomies. This is also not a complete work, we can deepen our taxonomy a lot more, but this article is already too long. Besides I put almost no thought for online RPGs because I basically know nothing about them. One could say that their design concerns are different from single player RPGs and require a different approach. However, at least when it comes to single-player games, taxonomy is a topic that’s certainly worth visiting again, because it is quite fun. I hope it was for you too!

Notes:

[1] A person that can be considered as an overseer of a tabletop RPG game. They create the scenarios, write NPCs for the players to interact, respond to the player actions, manage various disputes that might arise etc. “Dungeon Master” (DM) is originally used in Dungeons & Dragons but DM made its way into general tabletop game terminology.   

[2] In the sense of a “Von Neumann machine”, not just personal computers. “RPG video game” is redundant, Video-RPG is not entirely true because there are text-based ones. So, “computer” is the best next thing. But no worries, it won’t be confused with “CRPG”s, which mentioned later

[3] I don’t claim that my research is extraordinarily extensive but I did research quite a bit. I did not write this much to make up guys to get mad about.

[4] Just food for thought, this was the golden era of modern military shooters, brown graphics and dudes in armor. Games like Bioshock Infinite and Heavy Rain were “redefining” storytelling. You couldn’t just get more excited at the sheer level of innovation happening. 

[5] Yes, LoZ has a strong RPG heritage. There are no meaningful differences between it and a game like Ys. To call one the former “action-adventure” and the other RPG. Like a lot of its kind, Zelda is a very clear response to originator games like Dragon Slayer (1984) and Hydlide (1984).

[6] Western RPGs have a historical attachment to complex game systems. Even action combat tended to be complicated and janky. Their Japanese contemporaries often have more streamlined systems, yet only they are constantly called “clunky” and “slow”, really makes you think!

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This article is written thanks to my dearest Patrons, namely: Effy, Laura Watson, MasterofCubes, Makkovar, Morgan, Olympia, Otakundead, Sasha. Also thanks to Alex(@jyhadscientist on Twitter) for his perfect editing work

1 Temmuz 2021 Perşembe

Star Wars Movies

 

Today, I will discuss all the main “episodes” of Star Wars. Naturally spoilers ahead:



Episode 4 - A New Hope (1977):



For an “action movie”, there isn’t a lot of action here, and the action we see is quite goofy for the most part. And that’s great. I quite enjoy the rusty futuristic aesthetic. Also, James Earl Jones’s performance as Darth Wader is nothing short of brilliant. I find it kinda weird that Luke Skywalker takes the murder of his family a little too easily, especially after he also loses Obi-Wan; this all makes it somewhat difficult to emotionally resonate with his arc. Yet still, it is a quite pleasant, easily-digestible look to a different era in movies and science fantasy[1].



Episode 5 - The Empire Strikes Back (1980):



This movie has a lot of Darth Vader in it, so naturally it’s very good. Yoda’s scenes are also enjoyable. The AT-AT machines are quite funny, as if the Empire designed them to be as vulnerable as possible, but Han Solo is a hit-and-miss character to me. Cocky charming guys are usually not that interesting, in particular, his creepy advances towards Leia are cringeworthy. Overall it is still an iconic film, making Star Wars the franchise we know today, perhaps more so than A New Hope.



Episode 6 - Return of Jedi (1983):



In isolation, the ending of the movie is very powerful. Palpatine is excellent, so is the moral struggle between Luke and Darth Wader, crowned with a tastefully bittersweet ending. However, I don’t buy Luke’s personality shift; probably because there is too much action in this movie, there isn’t the time to show his resolution growing organically, and his “don’t fight hate with hate” thesis has a shaky foundation, since the first time we see him is his epic takedown of the fat creepy alien who is into human women for some reason. Neither do we see Luke coming to terms with the dead Stormtroopers. This movie is one of the iconic examples of redemption being granted only to a select few villains, usually ones with the worst crimes. Does the movie mean to say Darth Vader is inherently deserving of redemption because he was “good before” or due to his status as a father? Unlikely. Rather, we ought to think of action and character scenes separately; characters simply don’t “fight with hate” when the swelling orchestra music is playing. This makes it very difficult to take the movie seriously, This is the very thing video games are often criticized for: “The game indulges the player in senseless violence only occasionally reminding that violence is bad”, as the usual complaint goes. Except of course, not only are games a young medium that is still exploring what “narrative” and “gameplay” mean in the first place, movies don’t have the structural limitations of games. It’s strange that the response when these issues are brought up is often “it’s a movie.” No, my issue isn’t that I wouldn’t personally forgive Darth Vader, rather, I don’t know enough about Luke as a character as to why he does it and I don’t know what “dark side” is. I’m not asking the movie to explain to me how the Death Star functions, I just want it to deliver the themes it sets up. And the rest of the movie is mediocre. The Ewoks on the other hand are the second best thing in the film after Palpatine. It’s still worth watching to finish the trilogy, but this film in particular is a strong argument that Star Wars works best as simple adventures.



Episode 1 - The Phantom Menace(1999):



Nowadays, most mainstream movies and shows (Disney, Marvel etc.) are in a weird place. They are obviously aimed for children, but are also overly self-conscious about looking childish. TPM provides a breath of fresh air by being openly and proudly a kids movie. A kid protagonist that builds his own robot, wins a deadly race and defeats a space armada by his own, colorful backgrounds, copious usage of slapstick, funny droid enemies, lots of goofy aliens and the whole princess rescue part that’s just impossible to watch without a chuckle.



The movie also rejects the dichotomy of “being childish” and “serious themes”. For such a lighthearted movie, the action truly feels dangerous at times. It has such a bittersweet ending too. Anakin is deprived of his father figure, left with an institution that clearly is unable to understand him, vulnerable to the influence of Palpatine and Obi-wan is forced to grow into a role he is clearly not ready for. We see a clearly flawed side of the Jedi. Even Qui-gon, despite his progressive outlook is quite passive against the slavery all around him on the Tatooine. This is a very strong setup for a trilogy.



TPM also has the best action scenes in any Star Wars movie by a good margin. The podracing sequence is so exhilarating that I cannot watch it sitting down. Darth Maul’s duel is simply excellent. All pieces fit perfectly the music, the environment, the choreography and the straightforwardly menacing villain. The best part is, the movie knows how to make the action breathe. It feels very close to ANH in this respect. A large part of this film allows us to feel the mood and the scenery; such as with the often-maligned trade deal scene. It’s quite energetic but never overwhelming, nothing overstays its welcome.



This is the best Star Wars movie. Of course, it has some Certified Lucas Moments like Midiclorians, Jar-Jar Binks’ Jamaican accent and star-crossed romance between Padme and Anakin; but honestly, the original trilogy is also guilty of similar sins. Maybe because I saw this movie in 2020 it made me feel a vibe that I have never found in another movie, again in much the same way as ANH, but even stronger. I highly recommend this film to anyone who wants to have a jolly time.



Episode 2 - Attack of the Clones(2002):



This movie fails at its responsibilities. We should have seen the both the fire-forged-brotherhood and communication problems between Anakin and Obi Wan, the ways Palpatine is corrupting Anakin and the conflict between surrogate fathers. The movie should have also explored the flaws of Jedi philosophy: Anakin slaughters an entire village of desert aliens and the council doesn’t take any action. What am I supposed to think about the Jedi here? If we keep the previous movie in mind they come off as detached, immoral and incompetent glorified cops. However, I am not sure that the movie thinks the slaughter of an entire village is that big of a deal; like we ought to agree with the fantastic racism towards the aliens, after all we saw them as nothing more than stereotypical violent barbarians in ANH. We only get the vague “ dark side” stuff, here it’s even more confusing than it is in RoJ. I would say Anakin is already “dark” enough to be put down, or at least be deprived of his sword or something, but the movie insists he is being gradually corrupted. The great setup of The Phantom Menace is thoroughly wasted. We only see the glimpses of what could have been: like the infamous “I don’t like sand” scene. That’s a brilliant portrayal of an emotionally stunted teenager, the movie should have focused on that.


Instead we get action scenes. Lots of action scenes. One after another So… many… action ...scenes! At least the car chase and the fight with the bounty hunter is fun to watch, even though the surrounding plot isn’t that exciting. But the latter half of the movie is completely off the rails.

Oh my god Darth Saruman and Yoda are fighting, woah look at the coughing robot with the multiple lightsabers, wow big alien animals, pew-pew-pew clone battles. We are never allowed to absorb anything; the movie constantly wants to be bigger, cooler, more explosive. And the worst part is, the film loudly makes it clear that the war is meaningless: Palpatine is no longer a merely shadowy figure, we are supposed to solemnly watch him to gain power but also clap at the very battles he is causing in order to do so. Darth Saruman doesn’t matter, droids don’t matter, the bounty hunter especially doesn’t matter.



This is a film without a coherent language, mostly a collage of “epic” scenes. It’s perfectly skippable.



Episode 3 - Revenge of the Sith(2005):



This movie’s main weakness is that it tries to build upon AotC. A lot of scenes that should have been legendary feels slightly off because of the shaky foundation: such as Anakin’s confrontation of Palpatine or the Obi Wan vs. Anakin fight. The confusing language strikes again when Anakin kills Saruman, we are probably supposed to think it as an escalation of Anakin’s darkness, but it cannot be that, he did worse in the previous movie to people not responsible for an interstellar war.



The movie’s plot additions aren’t that strong either. The whole Padme plot is a bit messy. Anakin should have become a Sith because he shares the worldview of Palpatine and should have lost Padme because of his lust for power. The desperation angle weakens this, it makes it so that Anakin is more or less duped into being Darth Vader, it comes off as hilarious rather than tragic: “He said he would save Padme for realsies, but he didn’t, NOOOOOOOO”



That being said, RotS is still worth watching. The action scenes have good tension, Christopher Lee’s talents aren’t wasted this time. The movie feels appropriately suffocating, as if it itself is falling into the dark side. And of course, Ian McDiarmic completely owns every scene he is in. The film is quite enjoyable in isolated movements, at the very least it feels like George Lucas directed the movie as he exactly wanted, for better or worse, which is quite interesting in its own way.



Episode 7 - The Force Awakens(2015)



This movie feels a bit too safe, too interested in re-capturing the magic of the originals. Whoops, the empire is back again. Perhaps this republic thing needs to be reconsidered after all! It sure is helpless against power-hungry leaders and it’s weird that the second rebellion is again led by a princess. But the movie is adamant that the Republic is the ideal to strive for, and won’t elaborate further. Also, the First Order is so obviously made in the image of Nazis that it’s boring, especially because they are still a stand-in for shapeless totalitarianism, not an honest exploration of fascism, not to mention we know the bad guys are designed to look cool. No, this is another Star Wars movie that begins in a desert and ends in blowing ships, nothing too interesting happens. It doesn’t help that Snoke is just hot air, neither threatening nor goofy.



It is not all bad however. Most new characters like Rey and Finn are quite fine. Adam Driver has a puppy face and I also enjoyed that the film is at least willing to wave old characters goodbye. It’s not too offensive nor creative, but it is good enough to develop original ideas upon it.



Episode 8 - The Last Jedi(2017)



This movie is filled with original ideas: We have a tired, defeated and very human Luke Skywalker; a conflict between good guys that goes beyond “recklessness vs timidity”, discussions on heroism, a villain who repeatedly rejects redemption, a smashed Darth Vader helmet, a new understanding of Force and Yoda’s ghost destroying the old and last Jedi temple. The movie directly confronts the failure of Jedi and finally materializes on what the “dark side” is. It’s not an abstract concept of temptation, it is naked lust for power, which has always made more sense for me. It helps that the movie is just solid all around. There is still a bit too much action, but at least it is well-paced and creates a coherent, easy-to-follow story. It doesn’t have scenes that are particularly explosive, but it doesn’t have weird stuff either, it is a good movie in a much more balanced, modern way. It ends in such a way that gives way to endless possibility. Old Star Wars is old Star Wars. New Star Wars can be anything it wants.



Episode 9 - The Rise of Skywalker(2019)



And it chose to throw that all away in the name of nostalgia anyway…



It’s truly incredible that the movie is so thoroughly dedicated to the sole goal of turning the franchise into an endless nostalgia treadmill, it curses all wisdom of storytelling, any shred of consistency, the older movies it wants to imitate and the future stories of Star Wars. We can go through the many, many flaws of this movie, but I am not inspired to do so: Because not only won’t I say anything too different from what’s already been told in many long analysis videos, the movie is not even inspiring enough to lambaste it. It boldly does not care, and laughs at the audience if they dare to do so. It is one of the worst movies I have ever seen, period.



Conclusions



If you only know Star Wars from cultural osmosis like I did for a long time, are the movies worth watching? Attack of the Clones is kind of empty and Rise of the Skywalker is hot garbage, but otherwise at its best, Star Wars can be profound, and at least usually interesting in its failures. I don’t care about it as a fictional world but it has proven itself to be a trustworthy vehicle for fun adventures; as long as it doesn’t worship itself too much.



Let’s end this by ranking the movies. Ranking media is a little silly, because even media that is not fun to experience can be fun intellectually, and even bad entries contribute something to overall experience. But my Star Wars take wouldn’t feel complete otherwise, so here it goes:



Episode 1 > 8 > 5 > 4 > 3 > 6 > 7 >>>>>>> 2 >>>>>>>>> 9



Notes



[1]: Science fiction makes commentary on technology and scientific development and has one foot in contemporary scientific knowledge. Science fantasy has no aspirations to be plausible, the technology is completely replaceable with magic, and often these stories have some type of magic alongside technology. It’s not really a genre on it’s own, but rather, an aesthetic theme for fantasy stories.



This article is written thanks to my dearest Patrons, namely: Acelin, Effy, Laura Watson, MasterofCubes, Makkovar, Morgan, Olympia, Otakundead, Sasha. Also thanks to Alex(@jyhadscientist on Twitter) for his perfect editing work


24 Mayıs 2021 Pazartesi

Operating System Myths

 

There are two pernicious myths about operating systems: First, Linux (1) is difficult to use for casual users. Second, Windows operating systems are easy to use for a casual user. What is “a casual user”? Here, it refers to a user who engages with the computer mainly via applications in order to surf the web, watch movies, play games, check emails, make spreadsheets etc. and doesn’t really tinker with the computer unless necessary. They don’t do anything too intricate or specialized.

1. Linux is actually quite easy:

First of all, it’s free. When you just need something to get your system running, Linux is the easiest option you can get, far easier than pirating Windows. Ubuntu for example, installs really fast and without causing any trouble, with helpful instructions on its website. If your computer is not really powerful, Linux has lightweight distributions too. More importantly, you control what you want to install.

Linux’ arcane reputation comes from “the terminal”(2) but really, a casual user can totally have all the functionality they need without ever opening a terminal nowadays. However, using the terminal is not that difficult either, mainly because a casual user doesn’t need to have in depth knowledge. When you want to do something, you search the Web and get the exact lines of code you need to enter. After using this function for a little while, you might discover that the terminal is quite useful and even easier to use than a graphic interface in some cases!

Linux has a huge list of open-source software for all kind of utilities, once again open-source software is actually more beneficial to a casual user than a professional one; because community oversight brings more security and functionality as well as nothing beating the ease of using software without having to deal with any DRM.

You can still even use a lot of Windows software! Some of them are natively available to Linux, but even those that aren’t have workarounds now. In particular, Linux has come a long way in terms of running Windows games. For example, a lot of Steam games will run perfectly fine with an easy to enable add-on, lots of others become playable with a little tweaking and, and even the number of native ports is growing.

When I switched to Ubuntu, among the first things I have discovered is how fast file transfer is. For years I have thought that it was about the USB cable or my external hard-drive… no, the hardware can be very fast actually, with the correct software. Also searching files work now. There are probably lots of small quality of life things that make everything easier that are too minor to notice.

Lastly, if a casual user wants to dig deeper, the Linux environment is just more welcoming. It usually takes much less effort to achieve complicated tasks on Linux than on Windows thanks to the baked in accessibility.

2. Windows is not easy to use!

Promoting Linux is fine and good, but it is especially important to debunk this widely-spread talking point, because it is not only free advertisement and anti open-software propaganda, but also actively lets Microsoft get away with worse and worse software. This needs to be stressed, because while Microsoft’s output has always had inconsistent quality, nowadays it is getting more and more actively hostile to the users:

Installing Windows at all can be pain: You have very little control over what it is actually installing and Windows loves to install bloat (3) on your computer. Also, get ready to download lots of updates, whether you want to or not!

Seriously, Windows updates have been quite atrocious for a long time now. They are not just security fixes, often “improvements'' on apps you are probably not using, sometimes changes to settings on your computers, and can leave a big chunk of files behind (for restoration in theory, but made meaningless by the frequency of updates). Windows has a history for introducing all kinds of (sometimes fatal) bugs. Most importantly, updates have been mandatory for years, until Microsoft finally allowed users to decline updates(but only until the next supported build). Despite what tech companies might tell you, willingly giving up the control of your systems is not casual, it’s being a consooomer.

Deleting non-system apps and files should be a pretty casual affair. But Windows 10 is rather picky about it. Say, I want to delete Cortana, but I can’t. There is probably a way, but users need to do research and make potentially dangerous changes to their system just because the OS arbitrarily makes things difficult.

Windows was never that great at deletions in general. A lot of software have separate files across many directories, sometimes not everything is deleted and there is lots of residue in the Registry Editor. The reason there are so many different clean-up software available is that casual users would prefer things to be actually deleted when they press delete!

Windows loves to invade your privacy nowadays. Thankfully, you can disable (hopefully all) data-mining stuff, but the fact that it enables those without asking is at all so infuriating. It preys on the casual user’s naivety.

Security was always kind of an issue. While it is quite better compared to the heyday of anti-virus software, you can never be sure what the newest version of Windows will bring. Of course, compromises on user control is in of itself, a security problem.

Apart from increasing hostility and fatal errors, the worst thing about Windows is that it is not outright terrible, but just functional enough to make people get accustomed to a mediocre computer experience. There are just lots of small annoyances that most casual users probably think as normal:

  • As I mentioned above, searching stuff is somewhat painful. Especially because the Start Menu search bar is rather useless.

  • Naming files seems to be buggy, if a file name starts with an uppercase letter and I attempt to turn it to lowercase, it reverts back to the uppercase. Only changing the file name to something different first works.

  • When I have an external memory drive plugged, if I do slightest modification on anything, the USB will refuse to be unplugged with the safe option.

  • Blue screen of death” shouldn’t have been so widespread. There is a good degree of improvement on stability, but again, all can go haywire in an update.

  • Whenever the computer slows down to a crawl the Task Manager becomes near useless, because it doesn’t have priority over other programs. This has happened to me so many times, only resolving with a forced shutdown.

  • Things like System Restore or hardware repair won’t work when you need it the most.

  • Windows isn’t very good at explaining itself. Most of the time, you will get no clues as to why an error is occurring, various stuff like “fix the issue” or “search the problem” are rarely helpful, there aren’t many tips or directions beyond the most basic of the basics. This isn’t too much of a flaw in terms of OS design per se, but it shows that it doesn’t do much to deserve being called “user-friendly” either.

  • Similarly, citing “gaming” as a positive for Windows is rather ironic because Microsoft’s forays into creating PC gaming environments have been disastrous: with first Games For Windows Live infesting games, now Microsoft Store proudly occupying The Start Menu. It has a host of problems, for example some games bought in the store run perform worse than the same game bought fromSteam. God forbid that a casual user might expect Microsoft software to perform well on Windows.

Windows Bad, So What?

While Windows can be quite bad on occasion, that’s not the main point. I am not writing this out of mere commitment to open software or disdain of Microsoft, though both are very valid stances. I am not writing this as a computer nerd who bashes everything she doesn’t use because she has fallen in love with her tools, either.

No, I am writing this because we need to stop giving free advertisement to Microsoft and making people stop fearing computers so much. Perhaps 10-20 years ago, concerns about Linux were understandable. Most people use Windows because it came with the laptops they have bought, it was their first OS, and used for years before even knowing any alternatives existed, and even when they heard about Linux, it looked like it’s own small world, it was often used on expensive workstations, there were so many distributions and modifications, you needed to know what you are doing, back then the internet wasn’t as widely available and there were not a lot of resources to support new users. Linux was used by programmers, by geeks, by server admins, it wasn’t for them. Besides, people have always been somewhat aware that Windows isn’t that great, but they thought they needed it. We all need Windows right?

The answer however is that no, we don’t. We don’t need Windows. While it is often just okay to use, It has never been the best at anything an OS does, and there are only a few true reasons to prefer Windows over a Linux distro.

  • Wanting to use specific software that only works well on Windows.

  • Developing software specifically for .NET, Win32, and similar environments.

  • You are using a computer you have no say on it(e.g a workplace)

For any purpose you can think of, there is probably a specialized Linux distro. For most casual users, Linux can do anything they want, and more. Don’t heed endless nerd fights about distros, just use a mainstream one like Mint or Ubuntu, and you will be fine.

I don’t even recommend dual-partitioning your computer to keep Windows. Even if you can find a free version (4), I advise against keeping it, because the business model which Windows is developed for is becoming more hostile to users, especially casual users. You can be never too sure that an update won’t blow up your computer.

If you can, avoid Windows. Support free, open software. There has been never a better time for it.


...

(1) Linux is actually the name of the kernel used in the GNU Linux family of operating systems, but y’know, everyone knows what you mean when you say Linux.

(2) In the past, computers were used by typing text commands. Today, this can be achieved with Command Prompt on Windows and Bash on Linux. While Windows and Mac greatly de-emphasized command-line interface in favor of a graphical one, in late 1990s Linux was used for professional tasks, so the users both favored the power of the commands and didn’t want the computers to slow down by GUI. Although many distros have nice GUIs today, Linux can still be entirely operated by a text interface. The interface is called terminal because Linux and its ancestor UNIX were often used in mainframe computers: Big, towering machines which are accessed by multiple users through a terminal screen without its own hardware, kind of like ATMs.

(3) Anything you don’t want on your computer

(4) I have access to a student edition of Windows 10 because of my university’s agreements, but of course “free” also includes pirating and Microsoft more or less implicitly supports that too. It’s always a bad omen when a company wants you to use their proprietary software no matter what (and Microsoft really wants you to use Windows 10).


This article is written thanks to my dearest Patrons, namely: Acelin, Effy, Laura Watson, MasterofCubes, Makkovar, Morgan, Olympia, Otakundead, Sasha. Also thanks to Alex (@jyhadscientist on twitter) for his perfect editing work.