• she/her

30s. Your elf friend made of trans fat.


Kayin
@Kayin

Another blog repost, you can find that here

I think about this video a lot. It probably pops into my mind at least once a week. It's hilarious, but also dystopian. Hell, it's hilarious because it's dystopian. Seeing this weird game that is technically kinda actually really cool have so little identity of its own, instead being some viscous Ready Player One gruel of pop culture. Endless slop to help the Battle Passes go down easier. But this video, or any other random video of Naruto knocking off Jack Skellington, is... almost beautiful, like a dying star, sucking everything in with it's massive gravitational pull.

Guest Character’s Aren’t Bad but I Will Resist Them With Every Fiber of My Being

In my usual fashion I was popping off on twitter about how I'm honestly glad Street Fighter and Guilty Gear don't really do guest characters (I guess SFV had Akira but there is a weird DNA link there). Had some fun discussing edge cases or how things have changed but I didn't really argue too much with anyone, even though some people really disagreed. Like I'd get some QRTs calling me a stuffy nerd and well, I'm a stuffy nerd and this is the lowest stakes thing to talk about.

... I did read a lot of those replies though, and people venting in their own little threads and one bit just made me sad. Someone was venting about SF6 dumping all it's guest stuff into Battle Hub avatar gear. Overcharging for things. Not making actual costumes.

"Why even bother to collaborate to begin with?"

The word collaboration has stuck out to me since I've started playing SF6. "This month, we're collaborating with -X-!" ** ARE YOU?** Are you really? Is any meaningful collaborating happening or is licenses and contracts being exchanged with a few notes? Because I'm pretty sure it's the latter for SF6 and a lot of other things. Why are their no quality costumes, or guest characters or whatever? Because the purpose isn't to collaborate, the purpose is to extract money with an intellectual property. If people will pay $15 for a Ninja Turtle, why do something as intensive as making a full Fighting Game character? Hell, you could do a character costume, but if the costume is Battle Hub only, you don't have to go through as many development channels. You don't have to argue with the Battle Director about if a costume reads clearly. You can already be a literal burrito there. No one will say no. It's the smoothest Content Pipeline they got. A lot of people assumed I hate Guest Characters because I'm a stuffy nerd. Sure, that's half of it, but the other half is all THIS.

This is the ultimate result of Guest Characters. This is the unavoidable end state.

People would assume the same when I'd complain about DLC costumes. It's not that they can't be good. They HAVE been very good. Soul Calibur and Tekken had great 'Player 2' costumes for YEARS that were great expressions of other facets of characters. The current spread of SF6 costumes are pretty strong. But give it a few years. It's not that their can only be one canonical design, but when you are rewarded for putting out trash you will put out more trash. Not meaningful collaborations, but brands teaming with brands to extract value.

I kept joking on twitter that Akatsuki is the only good Guest Character. That's not true, but I think what's important is how clearly French Bread wanted to pay respect to Subtle Style and Blitzkampf. No one was getting that big Doujin Fighter paycheck. They are actually collaborating, as peers. Akuma in Tekken was a clear collaboration and a homage to the Cross-Over fighter that will never come to be (Cross Over fighters, unlike Guest Fighters, are cool, for the record. Every character is a First Class Citizen). Even Baiken in Samsho seemed like an attempt to help an industry colleague. There are actually a lot of reasonable guest characters. There are currently, despite MK's attempts, probably actually more good ones than bad ones.

... It's not really about Guest Characters. It's about the Rot.

Shadows of the Metaverse

I think a lot about Second Life, and everything that has tried to be Second Life since. Second Life is a strange game. Like Ready Player One we are left in the shadow of Snow Crash's metaverse. Second Life was a pretty capitalistic game. A game of shops and landlords and real money, even in the mid 2000s. Despite it's capitalistic roots, Second Life believed its value was in that of creativity. You could just MAKE things right there in the world. Want a cube? Here, have a cube. Move terrain, upload textures and animations, whatever. The game even had a UBI. While the income wasn't enough to afford housing (what else is new?) it allowed you enough money to upload textures and make things. All building and scripting (at least for the era I played in) was done in game. You didn't need external tools or 3d programs. Just a 2d texture editor. You could use paint. The game let you code like real ass code that you could run in world for free.

Turned out most people weren't interested in any of this. They wanted to have affairs in beautiful houses on the water and go to BDSM raves. Which, you know, also cool, but their priorities missed the mark of their audience. But in a way that was creatively liberating for weird freaks, furries and code perverts who ended up often being the true backbone of SL. Every attempted successor tried to fix this miss in priorities. These aren't games about creativity, they're about buying things. We'll have a whole confusing tool chain for content creators. This isn't about impulsive expressiveness and exploration this is about hustle. If you want to hustle, you'll read documentation.

They all pretty much failed though.

The true successor in the end was VR Chat. Not a one-to-one return to form, but perhaps better for it. There was something intrinsically Punk about Second Life. The fact that, despite it's capitalistic leanings, you could eat dirt, squat in a strangers house and build crazy public works in dark alleys. How you lived was meaningfully expressive. VR Chat celebrates creativity even more openly (but with less dirt eating). When you look at VR Chat you can see scenes unfold just like that Fortnite clip. It hits different. It isn't some emergent dark comedy shining through corporate slop, but genuine funny, expressive, personal chaos. It's sincere.

Punk won in Virtual Worlds space, but the monetization, the rot, just moved on.

Was the problem in Counter Strike that players couldn't express themselves? Were visual customizations in Call of Duty an obvious evolution of the game's identity? Were these things added out of a game design need or a financial one? I love the goofy SF6 World Tour avatars, but were they about expressing yourself or to be a vector for battle passes? I don't think any of these are strictly 'monetization', but they all seem motivated, or at least justified by it. This is The Rot, the force that brings the worst out of things, the perverse incentives that make systems and content insincere. Hating Guest Characters and cosmetics isn't about hating fun and whimsy, it's about trying to maintain a firebreak between sincere art and the corrupting forces of brand monetization.

... No, that's giving us too much credit. We can't stop it. We're just retching at the smell, the acrid taste of decay. It is a reminder of what is likely inevitable. While a few large games resist this force now, will they in 10 years? The market has been trained to want all their favorite culture and art pureed in a blender and fed to them through a straw. Some are so young they've never known a world that was any other way. For many, a fortnite clip and a VR Chat clip are basically the same. Even those aware of these horrible dark patterns often end up embracing the chaos rather than be miserable about what they can't change. What else can you do?

"Fine, fuck it, add John Cena to Street Fighter 6."

This is gaming's final form. Doom Eternal loads up with your Doom Slayer in a little shrine, so you can think that customization is important. It has to be important so you can pay little micro transactions to a corporation for the right to express yourself. All in an unwanted multiplayer mode that no one wanted or asked for. 3rd person cutscenes in Doom? Of course, if we don't show you how you look, you won't pay to look different. Does this make sense? Does this fit the vibe? The player base? Doesn't matter. This is the carcinization of AAA games, the evolution into the inevitable Monetization Crab.

I don't hate Guest Characters and Costumes. I miss sincerity.


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in reply to @Kayin's post:

I think smash bros' approach to guest characters is interesting in contrast, where instead of a skin slapped on a person there's so much love and care put into their appearances and movements that it does feel like a tribute. Why does it feel different? Maybe because they're not interchangeable?

Smash shows how the sliding scale works. It helps that Smash is ALREADY about smashing all your toys together, but at this point it benefits greatly from when it started and we're stuck with anything trying to do the same thing feeling like a pale imitation. Sure, there was a good bit of execution, but also a huge part of timing.

Plus, Sakurai and his team put in an inordinate amount of work to make sure the game feels like Cloud is fighting Ryu. They went to hell and back so that Steve Minecraft would actually be able to mine and craft.

I sit firmly in the camp of "if you want to make a crossover, then make a crossover, don't just nab one little thing." Sure, it's fun- for a while- to moosh two cool things together, but damn near every single one I hear about now just has this thick slimy layer of feeling like they're just yelling "CONSUMER, LOOK, PRODUCT IS NOW IN OTHER PRODUCT, PURCHASE PRODUCT!"

And very quickly it just ends up as chasing the next one, finding another established fanbase to jangle a copy of the keyring for to see if they'll jump here too, slowly turning into a muddy soup while all the original stuff languishes because all resources are dedicated to shoving in the next month's reheated Content Slop.

Plus the delightful aspect of these licensing agreements always being deeply flawed. How many of these kinda things ended up with characters that can't be updated, maps that actively grate against the game's design, or even just outright getting stuff pulled off storefronts because some executive concluded that the crossover event was competition for a new pet project of theirs?

Yeah a real CROSSOVER can have fun with all the weird fun details and nuances, but like a guest spot ends up being a weird diversion that will one day be excised from history.

Hey. Quick question. Why are you so revolted by the concept of something being "blended and fed to [you] through a straw"? Why is a thing that a lot of disabled people need in order to eat to stay alive the first thing you reach for as a metaphor of disgust and revulsion in your concept of cultural decay or whatever?

the worst thing is when you see the devil winking at you in the hole. alucard hellsing lives in call of duty now.

nothing's clean so there's a lot of cases where crossover slopcore has led to very unique experiences and mechanics. they don't technically need the IP, but the IP does provide a "sure-fire hit, go nuts" space to try something in spaces that are normally very risk-averse. when they put michael myers in dbd it was a completely new style of gameplay that still doesnt quite fit the mold of that game. phoenix wright in umc3 isnt a wholly new archetype or anything in FG-land but he's still very unique to play.

that's a pretty big difference from chun li building a big wooden tower and shooting you with a spas-12 in fortnite. but to the bosses it all looks the same

the worst thing is when you see the devil winking at you in the hole. alucard hellsing lives in call of duty now.

WHATG.... Fuc WHAT?? God I can't even whenever I look it gets worse.

DBD seems like it has a pretty good lore reasons for stuff which kinda makes it make sense. It almost has a castlevania-esque feeling only instead of public domain monsters it's modern ones. And yeah, UMVC3 also COMMITS to the crossover bit. While the fortnite ones.... egggh

I'm not really a fan of MK's gameplay, so I've mostly just watched it, but many of the guest characters they've made seemed pretty cool to me. Jason coming back once after you kill him for example. MK is the sort of B-movie world where awkward crossovers happening just seems part of the texture. Not that a B-movie would've gotten a cross-promotion with Rambo, but you know what I mean...

I don't know how much of it is cynicism and how much of it is the devs having the ability to put WB stuff they like in their game, but as far as the phenomena goes it seems like a less bad expression of it.

Some crossover stuff feels like a lack of confidence, like the Fate-characters in Type Lumina. Maybe it's justified, but it feels a bit sad when Saber is just kinda there going "I don't know where I am or why".

I think guest characters in games do have their merit but especially in the current age of brand collaborations it's not unreasonable to treat them with revulsion either.

Ignoring actual crossover games like MvC or Smash I think all guests and "collaborations" exist somewhere on a sliding scale of "fun crossover" to "corporate marketing bile". And it comes down to a lot of things really. A fully fleshed out player character in Soul Calibur clearly has more heart and soul than a cash-shop Goku skin that still runs around with a shotgun in Fortnite. A character that fits the world and gets worked into the story even if it's in a tongue in cheek way like John Wick in Payday is better than a cosmetic that makes absolutely no sense like Optimus Prime in Overwatch. A cross-over between similar franchises owned by the same dev or publisher feel more honest and don't leave you worried about rights issues down the line when it comes to returning or rereleasing.

There's a huge range of room most games fit in between the ideal rare case of a character from a different game popping up because the devs genuinely love the character and want to fan-fiction them into their world, and marketing teams arbitrarily jamming 2B into every game ever released on the off-chance that someone buys it or NeiR because leonardo_dicaprio_pointing.jpg. But in a world of Fortnites and Smites it's hard not to be cynical by default and always safer to assume corporate marketing bile, because by this point it usually is.

At least, that's my six month late take that no one asked for on the matter.

Yeah like Soul Calibur 2's cross over felt fun and wild at the time but you do that exact same split now (okay maybe you need someone besides spawn to make it even make sense, maybe it's Kratos, Link, and Heihachi or w/e) it's lame just cause the context is so different now.

Exactly.

I think the Soul Calibur series is a good way to track how guests have changed in tone over time. Sure in SC2 the guests were still just a marketing gimmick, but they felt like cool and fun platform bonuses. Heihachi was from the sister franchise, Spawn was Necrids +1, and Link on the Smash Bros console felt perfect, none of them felt strange or compromising.

In SC4 the guest spots come out and it's fucking Yoda and Darth Vader for some ungodly reason. It's absurd, it doesn't fit, Yoda is strangely implemented and they have no place whatsoever in the series... But even in the 360 era it just felt 'a bit too whacky' back then, maybe a little eyeroll inducing and just kind of baffling how that deal happened, and it's just another minor note on the list of strange decisions SC4 made. That exact cross-over happening now on the other hand wouldn't just be lame, it would feel insulting, outright gross even.

And by the time you get SC6 you buy yourself a season pass only to be told soon after that you just paid extra to be advertised to when one of the DLC spots turns out to be fucking 2B so here we are.