A Video Game Should Be FUN

Last night, I finished a major rewrite of the most problematic chapter in The Veil. I decided to unwind by playing some Star Wars: The Force Unleashed (Number 1. I just picked it up for a bargain).

I’m a child of the 70’s. Star Wars was the first film I recall seeing in a theatre. The toys were the only thing every kid in our neighborhood could agree to playing with. There’s a very special memory of my mom tied to the Star Wars series. When I say Star Wars is important to me, I’m making an understatement.

So it’s natural that a game that supposedly ties into the Star Wars story should intrigue me, yes? And since I can now play it with the glorious graphic capabilities of the PS3, it’s even better.

So I sit down and start to play. I confess, it kept me up until 3:45am. But here’s the thing, I didn’t have fun. Yes, the story was engaging. In particular a certain plot twist early on that changes your perception of the whole original trilogy was pretty sweet. But the story was the ONLY reason I kept going (that and I’m cheap & don’t want to waste $20).

The most annoying aspect is that you can fall anywhere. I mean, if you’re standing next to a river and 20 enemies attack you, they can push you to your death into the water. WHAT? Since when did an action RPG do such a thing? I played the far superior Castlevania Lords of Shadow and it never allowed for you to die so easily. It understood that when you involve combos, jumping and enemies that can push you back, it’s pretty unfair for you to die just cause of a ledge. Especially maddening in Force Unleashed because you have to start a hella long way back. It gets frustrating that you can complete all these tasks, battle hordes of enemies and then you get hit with a laser blast and since you were too close to the ledge, kiss your ass goodbye. The frustration level elevates more when you consider that if you do get hit, your character is useless and takes some time before he’s responsive to the controls.

I only stopped because it was the fourth time I had been pushed into water and died and I was about to do harm to my PS3.

As I stomped up to bed (OK, not stomp exactly, didn’t want to wake the kids) I thought this was a good lesson about writing. Story is important. Hell, it’s why we write, but what if it isn’t fun for the reader? Yes, I know, we don’t always want the reader to have fun, but the reader should be having an emotional experience that is complementary to the story. They shouldn’t be frustrated with odd language usage or poor formatting, or for us indies, poor editing. Playing that game last night reinforced in my mind what I said yesterday about needing patience. I have to make it right. I have to ensure my audience feels what they should be feeling. I don’t want them throwing the book because it’s needlessly frustrating to get through and they got pushed in the water again.