Developer: Factor 5
Publisher: Sony Computer Entertainment
Platform: PS3
Genre: Action-Adventure
No other ‘next-gen’ game has had extreme reactions to gamers other than Lair. As one of Sony’s exclusives, expectations were high. The game had no shortage of hype. But upon its release, the game has been reviewed so poorly by popular game magazines and numerous game sites.
But despite all the negatives this game has received from reviews, a surprising number of gamers have considered Lair as one of the most intuitive games ever made; opposing whatever ratings it has received from professional reviewers.
Indeed, Lair has developed a significant following. Although many are frustrated with the game, practically just as many gamers also love it. One only needs to look at the user reviews and ratings to see the opposing reception for this game.
It is quite a mystery to figure out how a game could generate contradicting impressions among gamers. However, these very contradicting impressions provide philosophical implications.
Points of Contention:
The brunt of the negatives from professional reviews for the game boils down to the required motion-sensing controls, the lack of radar as well as the game’s lock-on system. The combination of these factors, according to most professional reviews, makes a frustrating and unplayable experience.
However, for the fans of the game, these factors aren’t an issue at all. In fact, the most heavily criticized issue, the motion-sensing controls, are what the fans of the game relish.
In this situation, the very factors that are deemed as flaws by some are actually a cause for praise for others. Determining which side is accurate is debatable. What is certain however is that Lair has caused quite a stir in the gaming community. Analyzing why such is the case allow us to tread philosophical concepts.
Controls:
The controls are by far the most scrutinized area of the game. The decision of the developers to have ‘motion-sensing only’ controls has brought mixed results for gamers. It’s either the player loves it or hates it.
Gamers who don’t like the motion-sensing argue that Lair’s use of the sixaxis is ‘too-loose’ and unresponsive. They would have definitely preferred analog sticks to control the dragon. The gamers that do like it however don’t seem to find any problem with the motion sensing.
The split reactions towards Lair’s use of motion-sensing sheds light on the first Philosophical concept concerning phenomenology.
People in society use concepts and patterns to define (or classify) the world. And with these concepts and patterns, perceptions of the world are molded in the mind of the individual. This tendency is an attempt to put a semblance of order in a very unpredictable reality. We try to define the ‘real’ to be able to make some sense out of the irregular nature of an ever-changing ‘real world’.
But then again, is our perception of the world the actual reality? Or is there a difference between what reality is and what we think reality is. Are we too consumed by our definition of the real to the point that we are missing out on actual reality? This is where phenomenology comes in.
Phenomenology is a method of doing Philosophy that is concerned with reality as it is. One into phenomenology attempts to discover the original experience of reality rather than being enclosed in concepts and words used to define how we as people perceive reality.
Perceptions, definitions and classifications are evident in gaming. By classifying a game with a certain genre, a gamer already expects ‘how a game plays’ with respect to the game’s particular genre.
Although Lair is officially classified as an ‘action-game’, the mechanics of Lair can be likened to that of an ‘arcade flight-sim’. Indeed, many have considered Lair as a flight-sim with a twist: the player flies a dragon instead of a plane (or chopper, x-wing, y-wing or any flying machines conceived).
Gamers have a notion of how a flight-sim plays. Based on that notion, the player then judges if the game is good/bad depending on how close it is to the given notion.
This is probably why Lair has gotten so many mixed reactions with regards to the controls: it doesn’t handle at all like the standard arcade flight-sim. Hence, for gamers who expect the ‘feel’ of an arcade flight-sim, Lair would probably feel “off”.
Those who despise the motion-sensing of Lair seek analog sticks ‘to control the dragon’ because it would feel better. But that urge to use analog sticks already hints that they expect the ‘standard’ feel of an arcade flight sim. And because of a pre-determined notion of how a flight-sim should play, Lair is already condemned as a faulty game.
Lair’s Control Concept:
But Lair is not the standard flight-sim despite sharing the similarities of the genre. To understand why such is the case, one must consider the concept of the game. Lair allows the player to control the reins of the dragon: not the dragon itself. That simple concept is what brings the confusion among gamers put-off by the controls of the game. Flight-sims allow the player to directly control the flying object itself: Lair doesn’t. The flying in Lair therefore is more similar to riding a horse than flying a plane.
Unlike a machine, the dragon is supposedly alive. And at certain points, a live creature’s instincts take over.
This means that ‘absolute control’ is impossible. If a person riding a horse wants to jump across a cliff, there are times that the horse won’t jump simply because it doesn’t want to die. In Lair, fly too close into a mountain at a fairly quick pace and the dragon will practically fly on its own to avoid it. In times like these, controlling the beast does become difficult. But then again, flying creatures don’t like crashing into giant boulders (at least, that is the logical assumption).
For some gamers, such a concept is not bearable. This is because we as people seek to control the things around us at will. It is the very reason why we classify the world. But in real life, absolute control is impossible. Lair is a game that highlights that reality by pitting a gamer on top of a live dragon.
In addition, riding a live creature (like a horse) has its risks. Sometimes, the animal gets confused with what the rider wants to do. It is imperative therefore to be precise and accurate at all times just to be sure that the animal knows exactly what the rider wants.
Lair requires the same accuracy and precision. If a motion is skewed quite a bit, the dragon does something else. Hence, many gamers are baffled by certain maneuvers. The most common complaint is attempting to do the 180-turn. Rather than performing a 180, the dragon dashes forward.
However, there are gamers that somehow are able to execute the moves at will most, if not, at all times.
Perhaps the main issue with the controls lies in the fact that the wireless controller is not mounted on any physical object (the way reins are mounted onto the animal being ‘driven’). Therefore, spatial recognition can be difficult because a gamer doesn’t have a physical basis for what is straight, up, down etc. Depending on the posture of an individual, what is straight may not necessarily be ‘straight’ as recognized by the motion sensors.
It takes practice for a player to match his sense of space to that of the sensor. For some people, the effort is tedious. To others, it is the route for a new experience.
Either way, this very issue presented in Lair highlights the difference of what we think to what really is.
Game Mechanics:
The other major criticisms in Lair have to do with the fact that gamers aren’t given the convenience of radar as well as a definitive lock-on system. For some that heavily criticize the game, the lack of such devices merely add to the frustration. But then again, for others, the very lack of such devices adds to the atmosphere of the game.
Taking into account the backdrop for the story of Lair, one will immediately notice the medieval ambiance of an ancient world. As part of an ancient past, obviously advanced tools like radar or lock-on devices were definitely not invented yet. Therefore, the use of an arrow (that mimics a compass) for navigation and relying on the dragon’s vision for determining targets become tools for heightening the ancient feel of the game.
Indeed, for those who love the game, relying on the primitive means for navigation as well as determining targets adds to the experience of a story set in the past. In addition, relying on the compass also allows the gamer to wander a very detailed and lush environment.
However, many gamers demand the tools that exactly states where one is in the game’s environment. For these gamers, radar is imperative regardless of the story’s setting. The lack of radar becomes frustrating for such gamers.
This urge to have the convenience of modern technology within the context of an ancient backdrop highlights Heidegger’s philosophy concerning people and technology.
For Heidegger, the use of technology is a human activity. Although technology is initially invented to answer a specific need and therefore add convenience, the technology invented becomes mapped within the people that use them. In essence, technology becomes part of the very person using it.
Take clothing for example. Clothes are used for specific purposes like protection from varying weather conditions. However, with the use of clothing, fashion is also created. People don’t just wear clothes for the sole purpose of practicality. Wearing clothes for people become a statement of personality. As a result, clothes, which are originally external to the person, have now been integrated to the person wearing them.
In modern society, tools like radar are very common. More and more cell phones as well as cars are equipped with GPS. With such technology, the normal person is able to determine where he/she is at any given time.
As a result, when a game like Lair strips the gamer of such devices that is already part in everyday living, the experience may be shocking. For some gamers, the shock is frustrating and confusing. But to those willing enough to be taken in, the shock may also become a window to experience the challenge people faced in the past who did not yet have the convenience of modern technology.
Either way, the very scenario Lair has given within the gaming community has no doubt highlighted some Philosophical insights.