Why Can’t We Make Another Shadow of the Colossus?

I have a couple topics to write about boiling around in my head, but this one seems to be the most timely considering the rumor going around of a Shadow of the Colossus/Ico HD re-release next year. 

Shadow of the Colossus (and not Beatles Rock Band, inserting snarky jab at the New York Times here) is frequently touted as perhaps The Most Important Game Yet Made.  If for some reason you don’t know much about this game and need some background, this review on Tap Repeatedly does a great job of explaining, it as well as being a strong example of the sort of praise that is leveled on this game from all quarters.  Of all the games that are held on a pedestal as the defining experience of Games As Art, Shadow of the Colossus is one you can guarantee will always come up in the conversation.  If the topic of morality and moral choices in games is ever raised, there is always a voice to assert that Shadow of the Colossus, which forces you to do evil, else turn off your console, did it best.  Games are not art, says Roger Ebert, but we beg to disagree because dammit, we have Shadow of the Colossus.

So… why don’t we rip it off more?

I’m not talking about making a sequel.  The Last Guardian is the next game in the “series,” such as it is, and I have no doubt that it’s going to be a completely different game rather than more of the same, in the same way that Ico and Shadow have the same art style but are otherwise only tenuously connected.  What I’m talking about instead is learning the design lessons from that game and applying it to other games to create the same emotional content.  What worked about this, why was it so magical, and why aren’t we looking at this more?

Two of our Big Seminal Games – Ocarina of Time, and Shadow of the Colossus – have taken the rather bold step of having a great big open area in them where there’s almost nothing to do.  Where it comes to Ocarina, this is mostly because of technical limitations and because designers were still feeling their way through how to handle space in the 3D action-adventure genre, but, in Shadow, it’s deliberate and it works.  The long, quiet vistas are combined with piecemeal reveals that show there is more hidden in this large open world than is visible from on high. The fact that there’s very little to do in the open world of Shadow works in this case because it’s a contrast to the fighting that you do have to do, and its frantic pace. It also combines the simple joy of childhood exploration – climbing rocks and trees and leaping ponds to see if you can, just to see what’s around the next corner – with an intuitive control scheme. Your character is athletic enough to make the leaps you never could as a kid and probably wouldn’t dare as an adult, but he doesn’t have to be a flashy parkour expert to accomplish these tasks and their challenge is appropriate.

To say nothing of the boss battles…  well, I will actually not say much, because the mechanic of climbing a big thing, finding its hidden weak point, and attacking that weak point is not what people talk about when they tout this game.  The idea of fighting something big is certainly important, but what really sticks with people is the manner in which they die: pitiful, collapsing in to themselves, letting out the shuddering gasps of dying animals. By contrast, think of the bosses that you triumphantly murder in a standard action game, bursting in to showers of gore or maybe, despite the lack of logic, causing literal explosions after their death or destroying their base around them forcing you to escape.  The action-movie glorification of violence rather than examining its reality.  Not that there’s anything wrong with action-movie style violence, but it’s commonplace in games and doesn’t stand out, and is therefore striking in its absence.

You have one companion, a horse, with whom you adventure. Another Ocarina innovation that Shadow perfected.  We get attached to animals, and the horse is always loyal to you.  We got attached to the horse in the Neverending Story. We get attached to Argo. Naturally these horses must suffer fates for the proper story pathos. Sorry, I’m spoiling things for you, but you know how it goes.

The above three elements – open but peaceful world, no glorification of violence, animal companions – are all things that other games have tried to steal, but have fallen so short you can’t actually make a good comparison.  In fact, maybe Assassin’s Creed was trying to be Shadow of the Colossus.  All the elements are there: a big open world with a lot of travel, having to “parkour” from set piece to set piece, lots of shuddering and drawn-out death sequences, and horses.  But Assassin’s Creed didn’t trust its open world: we have to give you “something to do” in this environment, so it will be populated with patrols you have to sneak past and so-on to break the gameplay.  The parkour wasn’t challenging enough to really be a mechanic.  And the death sequences, my god.  The long, drawn out speeches that nobody gives a damn about just pale in comparison to the brief animation of a statuesque creature in its final, pathetic rattles.  It was as if Creed just didn’t have the faith that silence, animated well, could be enough.

Far Cry 2 didn’t trust its open world either.  Here we have a game with a beautifully realized African setting that turns up over and over again in game talks praising its quiet intensity and its respect for nature.  But actually playing the game… just while you’re exploring someplace worth exploring purely for the joy, some local yahoo shows up in a Jeep and tries to run you over. Guys are suddenly shooting at you, and you don’t even know why.  It’s as if the designers were saying, “Well, we don’t really think that our open environment, by itself, was compelling.”  Guess what… it was!  If they had trusted that in the first place, and saved the violence for when it was appropriate (the missions), then the game would’ve been much more enjoyable and felt more logical and less drawn-out as a whole.

And now, an entire paragraph about the horse.  I used to be a “horsy girl” when I was a kid, the kind that always wanted to ride and be around horses. And even if you’re not a horsy girl, I think this is totally relevant because it seems like everyone who wasn’t making Shadow of the Colossus doesn’t understand what we want from our in-game horses.  It’s not merely a way to make travel go faster.  It’s not just for the pure joy of riding the thing, though, please make the riding fun.  What we really want is a sense that “this is my horse.”  A “Hi-Ho Silver,” a travel companion that is loyal to you to the end and will accompany you through thick and thin, your sturdy and personal mount.  Agro is so amazing because he is my horse.  Assassin’s Creed let you get a horse, but then it got the element of “horse as companion” wrong to the point where I couldn’t even count on “my” horse being the same color between one loading screen and the next. And Oblivion, with its variety of different breeds and horse-haggling, got this wrong too.  I don’t care what I paid for it.  I just want that horse to be my loyal steed and I want to be able to treat it well and maybe get it nice things and I want to count on it to be underneath me to run me away from the Dangerous Thing just when I am about to fall.  Fable II had “Agro” in the form of your personal dog, and almost got this feeling right, to the point where people are attached to the dog and are willing to sacrifice the lives of thousands of (admittedly totally undefined and unimportant non-player) virtual people just to get their dog back.  The only problem with the dog is that it has all these wants and needs outside of yours that are somewhat distracting, and Agro didn’t have even that. And we all like it that way and we love that beautiful horse.

The artistic experience of Shadow of the Colossus will always be unique. That doesn’t mean that we can’t learn from it about what works and try to re-imagine these bold decisions.  Open worlds full of pure exploration that are interesting enough to hold your attention and the faith that the worlds, in fact, will.  Worlds where death is not incidental, and every murder matters.  AI companions that exist only with your interests in mind, who do not annoy you with their wants and needs but are simply your friend. 

Specifically, horses, because pretty much everybody likes horses even if they don’t want to admit that.  Just look at the otherwise amazing popularity of Robot Unicorn Attack…

True confession time: it took me like two hours to beat that big spider one, where you have to crawl up on its stomach after a geyser knocks it over. I mean I literally couldn’t figure out what to do.


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15 responses to “Why Can’t We Make Another Shadow of the Colossus?”

  1. Chris Lepine Avatar

    Amanda,

    These are some of the most coherent thoughts I’ve read on Shadow of the Colossus. I agree with you – Agro is one of the most identifiable companions I’ve had in a game, and it earns that relationship honestly. Much like, to me, Ico’s relationship with Yorda.

    And like most, the open space concept worked for me in SoTC. It encouraged me to explore, tentatively at first, and in a much more playful manner later on.

    A lot of games I can think of could benefit from those kinds of visions. Assassin’s Creed is a perfect example of a game that I just could not care about, even after 10 hours of forcing myself to. The world just did not “pull me in”, in the way that the prior two do. The horses especially evoked no particular interest – they were purely a means for transportation. Then again, almost every character in the game had that problem — pure instrumentalism.

    Where I have some tension with your argument, I think, is with the idea that later games need to beg/borrow/steal these design concepts in order to be fulfilling experiences. The design choices that SoTC and Ocarina of Time are particular to those games. I don’t mind if other designers/gamers take inspiration from SoTC and OoT in order to create their own visions, but the idea that they need to cleanly export design concepts from another game and import them into their own doesn’t make sense to me. Copying bad game design is part of the reason for the plethora of awful games released daily, but copying good game design isn’t all that better to me. Just take a look at the homogeneity within genres — it surely could use some shaking up!

    In my less than humble opinion, taking inspiration from the “bold” decisions made in SoTC is one thing, but turning that into a kind of design philosophy or rule is a step in the wrong direction. I’d like to see games that try to realize their own unique vision, and yes I’d love to see some bold visions, but uniquely expressed nonetheless rather than importing concepts that might have nothing to do with the nature of the game. After all, the open spaces of SoTC make no sense in a game like Machinarium, which boldly takes advantage of claustrophobic environnments.

    Was excited to find your blog today (thanks to @kateri_t on twitter). If you don’t mind, I’d like to link it from my own.

    – Chris

  2. Jorge Albor Avatar

    Great post. Then again if I were to be a die-hard fan of anything, it would be these two games. I would also add one of the reasons relationships worked in these two games is that there the lands are so desolate. There are so few things to hold on to, so little that seems alive, that you are drawn to another living creature.

    AC2 meanwhile, was crowded wit NPCs and useless characters like it was trying to prove a point.

  3. Amanda Lange Avatar

    Thanks for your comments! Excited to have some new readership.

    Do we need to be “stealing” from games… well, every design choice should really suit the game it is in, and a shameless copy of genius is still a shameless copy.

    I just find it striking that so many people talk about how Shadow is amazing, then… turn around and ignore it in their own designs, even where learning from it instead of ignoring it would probably suit their idea.

    During Peter Molyneux’s talk about Fable III at GDC, he mentioned that they came up with the idea of being able to touch and drag an NPC partner from playing Ico. My thought was… wow, really, it took someone THAT long to steal that concept? Why wasn’t everyone already doing this?

  4. Amanda Lange Avatar

    Oh, and in case it doesn’t go without saying I’m very happy for the retweets. ๐Ÿ™‚

  5. Perfect Tommy Avatar

    Hello! Interesting read. I have never played Shadow of the Colossus; I suppose I should give it a go though.

    I think that it seems the “wide open space and do stuff in it” model produces memorable experiences in a way many other games don’t, from what you’re saying. (Whether this translates to commercial success is another question of course.)

    I was thinking myself just now while taking a shower, that even just using SOME of these elements could turn otherwise generic licenses into genuinely interesting games, although there would be the problem of “production cycles.”

    Or at least, if more of these principles became typical (possibly with some kind of guiderope/attention-focuser thing like the quest in Fallout 3) I imagine game quality would in general go up.

  6. Rodrigo de Sousa Trindade Avatar

    I’ve never played any of these games, except Ocarina of Time, but Shadow of the Colossus is a game that I’m praying to be re-released for the PS3, because I don’t have a PS2, so I can’t play it.

    I have a question: recently Red Dead Redemption was released for the PS3 and it has some of the elements you spoke about – the horses, the open world. What’s you opinion about it, since you’ve talked about other games that include these elements?

    Greetings from Brazil! (and sorry about any possible mistake in my writing)

  7. Ben Avatar

    Amanda,

    Thanks for the great read. Way to represent for us MSU alums, haha. I think you may be looking too narrowly with just the pet/steed bonds in videogames, though. What about the recent push towards a lot of games with child/parent relationships?

  8. CutmanMike Avatar

    Fantastic stuff. SOTC cannot be talked about enough, and this article is the best read I’ve had on the game in ages. Thank you. I hope in the future this game gets more and more love and finally gets the attention it deserved when it was released.

    Anyway, I wrote a bit and linked to this article on my website. I hope you don’t mind.

    http://cutstuff.net/blog/?p=2160

    Thanks

  9. Amanda Lange Avatar

    Rodrigo de Sousa Trindade said… I have a question: recently Red Dead Redemption was released for the PS3 and it has some of the elements you spoke about – the horses, the open world. What’s you opinion about it, since you’ve talked about other games that include these elements?

    Well, to be honest, the reason I’m a Late Adopter is I just don’t get to all the new games right when they come out, so I haven’t played Red Dead. I can only base my opinion on reviews and I haven’t got a lot to go on, so I should probably withhold judgement until I get a chance to play it. It definitely seems to be one I should look at though. The only thing keeping me wary is I really had trouble with the controls in GTA4, and I’m given to understand that RDR is more of the same in that department.

    Ben said…
    What about the recent push towards a lot of games with child/parent relationships?

    Yay MSU! ๐Ÿ™‚ Though I’d probably be remiss in not mentioning I am a Bowling Green (Ohio) Alum as well, since I’ve been talking again with folks from there recently ๐Ÿ˜‰

    Anyway… about the “Daddening” of games… People treat this as if it’s a new trend, and… I’m not really sure if it is. The most acute parent/child relationship I remember being early on was the first Silent Hill, and it’s definitely a parent story, if a rather odd one. But I dunno, Heavy Rain comes out suddenly it’s brought to the forefront. The same way that there were female characters in games before Lara Croft, but nobody mainstream seemed to notice, suddenly people are picking up that there is fatherhood in games. I think it’s a seperate issue/article really but it might be interesting to explore how modern games have somehow made the fatherhood trope resonate more with people. Heavy Rain is another game I haven’t played yet, but figuring I wouldn’t get to it any time soon I read all the spoilers. I have also Pressed X to Jason.

  10. Joey Avatar

    Great post Amanda. I love reminiscing about the exploration in that game. I even started a blog about art in games just to show all the great games that actually make you FEEL things. Check it out, VideoGamesAsArt.com
    Keep up the good work

  11. Daniel Avatar

    Very good post. No other game I’ve played has come as close as SOTC to capturing the feeling of actually riding a horse.

    Do you have any thoughts on Prince of Persia 2008? It has some of that “abandoned but beautiful land that you have to trudge through” sense to it.

  12. Amanda Lange Avatar

    Do you have any thoughts on Prince of Persia 2008?

    I will put it on my to-play list.

  13. Joshua C. Foreman Avatar

    Interesting points. I just wrote a blog using SotC as an example as well.

    http://joshuaforeman.blogspot.com/2010/06/why-i-hate-stories-in-video-games.html

  14. mew Avatar

    Sports Online Betting is a nice online interface gaming that extracts learning and information.

  15. Perdition Avatar

    Hey Amanda I really liked the article but I have a few thoughts. I believe that Far Cry 2’s interactions do not diminish it. They are their own games. SotC worked with all its componets. Take out the colussi and put lots of spread out enemy based msiions and you have to include other action because a lifeless environment does bore people. Take out Agro,and you lose the connection between man and beast which is hard to have in far cry, a modern game. I think the best bet for a SotC like game would be a free roam zombie based one. A proper one, you rely entirely on yourself and your horse companion and your ingenuity. You have the option to explore vast landscapes. I ws thinking the most part of britain with its rolling hills, lochs, and mountains. OR the Midwest and Mountains of America with its similar landscape and special possibility The shoot at you humans are few and far between, and they may help you or hinder you as a fellow survivor. You have the freedom to move anywhere, yet you must know when to settle down for the night. You have complete freedom of the land yet, everywhere you go you must be careful for the enemy is everywhere, and there is the threat of a possible megaswarm. Your weapons are a sword and bow( if in scotland) or a sword and a rifle( if in america). In fact there should be editions American and British, Australian, Russsia, China(most difficult) and Iceland. I think it could have a similar feel. You also feel sorry for zombies. They are dull instinct based creatures. They cannot help but be destroyed, and you must destroy them o face them later. Anway let me know what ya think my twitter is Marcus Harton(marcus_harton).

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