In Defense of the Dumb

Stranger of Paradise: Final Fantasy Origin is apparently a thing.  A joint effort between Square Enix and Koei Tecmo’s Team Ninja that’s apparently remaking the OG Final Fantasy as a gritty action game.  E3 had a trailer for it, and the game… doesn’t really look all that good.  But it does look incredibly dumb, which actually makes it pretty endearing to me.  Let’s talk about that instinct for a bit.

If you’ve been around this space for a while, you know I like plenty of dumb things.  Godzilla.  Platinum’s action games.  Your girlfriend.  Like Final Fantasy Origin, there’s a certain quality to their particular implementation of simplicity and lack of complexity that makes them hit me so much better.  And I’m struggling to place what that quality is.  I believe there’s a certain amount of intention involved.  I’ve said before, that I like dumb things, but I don’t like stupid ones.  As for what makes the distinction between dumb and stupid, well, it’s really subjective.  But I think with me, intention plays a lot into it.  The media I classify as dumb aren’t necessarily trying to be dumb, but they aren’t trying to be super complex or deep.  They’ve set a low bar for certain aspects of their stories, themes, or atmosphere, and they hit that.  Things I think of as stupid tend to feel like they’re aiming way higher than they’re hitting.  Like they’re trying to tell some great complex story, but they really don’t have the chops for it, or they’ve established a certain logic to the plot but don’t end up following its internal rules, or they really didn’t think things through as much as they acted like they do.  But it’s mostly a feel thing, in between there.  

The big thing about dumb media are that they seem to hit on a subconscious level, where you can get a visceral, instinctual enjoyment of the content at the expense of the higher thoughts or deeper meanings there.  It works best when there’s some primary focus to the content that taps into the base emotions; often times pulse-pounding action, but it works just as well with horror, sexuality and plenty of other things that bypass the active conscious to connect directly one of those unthinkingly satisfying feelings.  And as a result, this sense works exactly because its dumb, if they demanded more thought to it, they’d change the nature of the experience entirely.  Watching Godzilla’s giant monster fights destroy half of a city wouldn’t be nearly as enjoyable if you were getting a full-minded about it, rather, it’d be either tragic or terrifying, as you’re putting thoughts to all the lives lost or impacted by that devastation.  Similarly, there’s a lot of video games that work because they tap into this for their action.  Bayonetta would be horrifying, slaying angels by the hundreds as you summon torture devices out of nowhere and unleash gruesome acts on all of them, if it were higher minded, and that’d make it a lot harder to enjoy its well-developed action gameplay.

And frankly, there’s an element of relaxation to dumb things as well. I don’t know about you, but I spend all the freaking time thinking. My work requires a lot of mental labor, then I come home and friends and family are constantly demanding my thoughts and my attention, and even in my off time, most of my day-to-day pursuits require a fair bit of intellectual involvement. Which is not to say I don’t enjoy it, thinking is an awesome thing in all. Especially when you’re as genius as I am. And I am an ironman, but even so, I can’t be on all the time. It’s really valuable, sometimes, to get a quiet moment, get into something that just turns the brain off and bypasses the suspension of disbelief for a while, and connects without requiring any more of that Mind Work from me. It’s refreshing, leaves me more prepared to do all those things that do require more thought.

Even otherwise serious works tap into this phenomenon, too.  The comic relief characters to provide those moments of levity, those jokes and one liners in the middle of firefights, the humor that would be ill-placed in real life but just seem to work in the context of the story?  That all counts under this, too.  It takes the mind away from an intellectual exploration of what’s going on and down into an instinctual sense of safety and levity.  It distracts your mind, at least for a moment, and draws it from just processing into outright feeling.   And, doing so, they manage the impact of their more cerebral moments, keep them from seeming too serious, too dangerous, etc.

So, let’s hear it for the dumb things.  The things that bypass the conscious thought to deliver a feeling straight to the emotional level.  And so doing, hit us in our hearts without bypassing our heads.

Story Quality and the Persistence of Memory

Every once in a while I get something stuck in my head that’s absolutely unproductive but I spend a whole lot of time thinking through.  So here’s a question I was faced with recently.  Can a story be considered good, have the right mix of elements that resonates with the readers and makes for a good plot, when it’s absolutely unmemorable?

I came upon this when I started up playing Max Payne 2.  This wasn’t my first go round with the Max Payneiverse.  I logged my time in with the first Max Payne, like 15 hours or however long it took to get through it.  And that was an award winning game.  Back in 2001, it was the talk of the town.  The video games journalism town.  It’s scummy and the family trees are all tangled up there, I wouldn’t recommend you visit.

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Anyways, the first Max Payne.  Most highly praised for its gameplay, atmosphere, and squinty mugshots, but more than a few people gave it props for its story as well.  I played through all of it.  I have memories of my impressions of the plot.  But, in going to the supposedly familiar places, meeting all the supposedly familiar people, and killing a bunch of dudes all of again, I discovered that I don’t remember much of the actual events at all.  I spent hours with it, yet the actual happenings of the story are a big void to me.

That’s not to say that it’s a bad story.  Plenty of people had a good time with it, else it wouldn’t have gotten all those plotprops.  The few memories I have of the plot are decent enough.  I remember it being surprisingly down to earth compared to what else I was playing at the time, I remember being satisfied by the noir style telling, and I remember hating the Nordic theming at first but then absolutely loving it towards the end when I realized Payne is pretty much a historic berserker.  But the things that went on to cause those impressions?  No idea.

Part of that is just the nature of the beast.  Max Payne pulls back some noir storytelling, and noir by its nature is very introspective, reserved, and doesn’t tend to lead to the big Aha! Moments that really stick in the mind for the long term.  So the fact that a lot of it’s not sticking around may be a sign that it’s hitting the form it’s going for.

It may well be the type of story that only really shines on multiple retellings, when one’s had the chance to absorb more of it and read into it more fully.  I’ve come across quite a few plots that require experience or a certain mindset to really get into.

In any case, I find it difficult to look back on Max Payne and evaluate what I went through there.  Of course stories are subjective, and there are a lot of elements that can go into making a quality plot.  Does memorability need to be one of them?  If something was good while you went through it, even if it has no aftertaste, can you still consider it just as good after the memories leave?  I find myself torn.  To some degree, I’m pretty sure I enjoyed Max Payne’s story while I was playing.  There were at least good points to it, and just because I don’t remember them doesn’t mean they weren’t there.  But none of it stuck.  I spent all that time with it, and I’m carrying none of it around with me.  And to some degree, that has to diminish the experience once it’s over.  Is it enough to make it all invalid?

Then again, a lot of this is me trying to internally evaluate a work that I have no memory of.  I had my time with it.  I may not of been the most engaged, but I know I had some fun, and just because I don’t remember it any more doesn’t take that away.  Beyond that, it doesn’t matter to me now.  Whether I can call the original Max Payne good or not doesn’t have an impact on me until I start playing the game again.  We’ll see if a story can be unmemorable but still be good then.