Age and the Economics of Time
I’ve been trying to catch up on the many, many podcast that I am subscribed to — all 87 of them. Yesterday, I was listening to the Gamers with Jobs Conference Call and was going through my backlog of episodes while I was playing Final Fantasy XIII-2. I got through several episodes and then finally caught up to their PAX East panel and their coverage of a topic that is increasing part of my gaming life and writing: time. I paused the game to listen to what they were saying.
At the beginning of the episode, each of them lists their age so that you know where (and when) they are talking from when they talk about their first gaming experiences and how they game now. For the most part, they all talk about some of the same systems I played when I was younger (some pinball, Atari 2600 then later PC games) and then go into how both having children and getting older has influence how and what they play. The answers they came up in describing their experiences didn’t surprise me so much as it confirmed something I am already starting to feel myself: the older I get, the less I want to invest into games that are based in quick reactions or take a long time to play.
Don’t get me wrong, I still like reflex games from time to time. I still play Ikaruga occasionally and recently put some time into Jamestown. The fast paced kinetics of barely missing being killed over and over again is exciting. It’s thrilling. But it doesn’t last as long as it used to as my skills have started to entropy slightly and I have begun to lose interest in investing the time into “getting good” again at every shooter (topdown, third or first) I play. For a couple hours, I can enjoy playing games like that. But as soon as I begin to die too many times, I have to give up. I just don’t have the time to play the same level dozens of times to find the optimal path and figure out the patterns anymore.
I used to invest hundreds of hours into games. My total time in World of Warcraft is somewhere around 500+ hours over two years worth of playing. In some of the older RPGs I played, I rolled the clock over on and I can’t tell you how long I played them. Over 130 hours for most. Yet, with my recent time last week with Catherine and this week with Final Fantasy XIII-2, I find that I am increasingly done with trying to get everything in the games I play. In fact, as I approach the 35 hour mark in FFXIII-2, I am thinking about giving up on finding every little bauble and defeating every monster. For some reason, I’ve lost the will to grind and grind just to say I got everything.
I can’t help but think this stands in contrast to my post yesterday where I talked about taking on tasks just for the eventual pleasure. It was, as I now think about it, how I used to play games. I would throw dozens of hours into a game, read up on all the guides and plot strategies to make sure I could get every drop of enjoyment out of the game. I would wring it out over weeks and weeks worth of playing. When I was done, there would be nothing left. It would be over and I would never go back to that game. That common masochism was the plan for playing: just keep playing, no matter the mental of physical cost, in order to get through the game.
When I woke up this afternoon, I was disgusted with myself. I had come off playing FFXIII-2 for 10 hours straight and I had gone to bed around 9 am. Around 5 pm, I woke up, looked at the clock and came to a conclusion: this has to stop. I was burning through what is basically my vacation, the time between the spring and summer semester, by playing games. That was all I was doing. I wasn’t talking to people, getting any writing done or even trying to work on the personal projects I have. It was just gaming all day long on my off days. Any time I wasn’t working or sleeping, I was playing. That was how, in the last ten days, I was able to burn through Catherine twice and invest 35 hours in Final Fantasy XIII-2.
That was the currency I was spending that the GWJ crew was talking about too: time. As they got older, they realized that it was less of matter of being able to buy the games they want, but finding the time to play them. They all have jobs, most of them have children and a couple have very demanding schedules. Yet, here I was investing my own time poorly. Yes, I could play games in my off time, and that is fine, but if I did nothing but that, I was getting nothing and was wasting away the physical for the virtual. I was descending into the games not to get the eventual pleasure of finishing them, or showing off my mastery, but to escape for hours at a time.
I wonder now if that is edge of addiction. Using hobbies or projects not as a creative outlet, but as a way to escape into another world. Not as a way to momentarily disengage, but to leave completely. It would be so easy to slip off into the worlds of everything working out and the only true worth is how much time was invested. Mastery as a function of spending. It would be less about the pain or even the pleasure, but the numbing of all the senses in the waves of dancing lights and nimble fingers. Suspension via synesthesia.
Thinking about it now, that is probably the mark of growing older. It’s less about knowing that you can go off and doing something you like doing (like playing games), but balancing it along with the other responsibilities. No longer a matter of spending the money to get what you want, but investing wisely in both currencies, money and time, to get to the goals of both worlds, physical and virtual. It’s putting off the pleasure of the moment for the future, engaging with other tasks and then coming back, later, to play games, escaping on schedule and then moving on to another task after.
Gamers are Masochists (Thoughts on Catherine)
I moved the character. He died. I tried it again. Then again. Over and over.
When Catherine asked me if I was a sadist or a masochist, I had to pause and think about it. Not just because I wanted to get the answer right in order to get more morality points, but because it was 4 am and I had been playing for seven hours straight. For just a moment, I considered both choices. No, I don’t usually like to cause people pain and, yes, this was my second time through the game in three days. I guess I must be a masochist then. Huh.
I’ve been reading up on what the critical writing was on Catherine as I have been trying to decide what I think about it. There is, for those interested, some great stuff by Kris Ligman (“Constructing Community in ‘Catherine’“, “‘Catherine’: A Screwfly Box Puzzle Solution“), Jorge Albor (“Sheep Men: Choice and Individuality in ‘Catherine’“) and G. Christopher Williams (“The Taming of the Dude: ‘Catherine’ and the Sex Comedy“) out there. Most of it though deals with the community, the sensuality or the overt normality that the game presents (i.e. straight people only). I want to talk about the pain.
Vincent stands in front of the arcade machine. “Just one more time.”
We play for pleasure. Yet, in order to get to that point, we must push through and engage with the pain of failure, incompetence and frustration. We must climb, block by block, the trials as we face them. We must continue to play within the rules as we understand them and make our way to the point of achievement, of climax. This is how we play games and how Catherine works. We, like Vincent, must fight for our pleasure.
Catherine is about a show about a game about a game about controlling the population. At the end of the game, Trisha, the host of the Golden Playhouse, addresses the player as she did at the beginning of the game and tells them what the game was about. She explains how the world worked and that the meter that appeared after making certain choices was an important part of the game. Whenever Vincent made a choice, the meter moved one way or another, either to Freedom or Order. She will remark that games are lovely creations and that the choices mattered.
Have you ever played that game Rapunzel?
Trisha, as with many things the game presents, is not important. The plot of Catherine revolves around men who have cheated on their women (who are ‘cursed’) playing a video game. When they sleep at night, they enter the World of Nightmares and play out that same game for life or death consequences. If they succeed, they continue to live. If you fail to engage with the pain, give up or even don’t climb the “mental obstacles” (i.e. block puzzle) fast enough, you will die. Catherine starts after some men have died.
Those men who have cheated (and escaped from the World of Nightmares at least once) can see Catherine, a succubus who has decided “on a whim” to help the gods clear away those men who are not committed to their women, by tempting them. She does this to Vincent and ushers him into a confusion over what to tell his partner Katherine, who he has been in a relationship with for five years, about this new relationship. Vincent, the game prompts, must choose between the two women. Pick all the Order answers and go with Katherine. Embrace Freedom and you get Catherine. This is what the game says anyway.
“I am not compatible with humans.”
It is an illusion. That is, as you continue through the game, what you come to find out. Catherine prompted some choices and produced stress for the protagonist, but was not really there. She never, although the game visually presents it as such, actually had sex with Vincent at any point. As one of the endings point out, she, as a demon, is “not compatible with humans” and can only interact with men who have cheated on women in the first place. It was all emotional. The cheating, the journey and the struggle. There was no real reason for it, other than what Vincent believed about it.
This is what I thought about when the game asked if I was a sadist or a masochist. In a way, it was true that I was putting Vincent though this ordeal for a second (and then later third) time. Yes, he was going through some crazy events that were testing him before tracing his way through Freytag’s triangle and ending up in a climax where he must choose one path, and woman, over another. That was all what was happening to him. Yet to me, it was a similar trial too.
I changed the difficulty for my second playthrough. I increased my troubles knowing that, although I would see most of the same story again, I would have a harder time between the story moments. The World of Nightmares would be harder and the puzzles take longer to figure out. I would have to increase my pain to, as I thought, increase the pleasure. If I climb again, I might get the same hit, the same joy.
“Vincent, do you…?”
There is a point towards the end of the game where Vincent, who through the whole game leading up to this point has been climbing alone, must climb with Katherine. As the player, you must move blocks in such a way to not only climb higher to the goal but also so that another must climb with you. Each position must be arranged so that you both have a clear path to the top. It is one of the very few moments where the singular pursuit of pleasure of achieving is tied to the motion of another. To get through the level, both of you must get to the goal.
However, right at the end, it breaks into a cut scene and shows Katherine giving up. Her brief visit to the World of Nightmares (although an illusion for Vincent) is too much and she gives up. Vincent runs to her and they both fall into the darkness. Right as they do, Katerine starts to ask a question. It is this question, left unfinished, that is at the root of the theme.
For as much as the game is a choice between women (with eight different endings), it is about the reason behind pursuing those women and the reason for the pain. If the frustration of the puzzles must be conquered, it must be for a reason. Vincent, and the player, must pick a purpose. Will we chase after Katherine, and explain the affair with Catherine, or give up on following the path of ordered society and embrace “freedom” and choose Catherine?
Me? I did both. And it was worth it.
I do things.

Hello. I'm Dan. I write things.
Contact:
dan.cox [at] videlais.com
Contributor:
Nightmare Mode.
Co-host/Producer:
The School of Athens Podcast (Site)
Co-host/Producer:
We Were @Play Podcast (Site)
Recent Ramblings:
- Flow, flOw, Flow-er and other Thatgamecompany themes…
- Ending Knowledge: Final Fantasy XIII-2 and understanding story through paradoxical endings
- The garden and the gate: flOw and the problems with Flow
- Currency of Pain: A reading of Batman: Arkham City
- Sneaking ‘n’ Stealing: An example and analysis of a gamespace
- Gamespaces: They’re full of space
- Final Fantasy XIII-2: The story so far…
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