As
Tyler Edwards
pointed out
in the comments to yesterday's post, there are certain constraints involved in
designing a game to be released in China. Or there are if you don't want to fall
foul of
Fenris Creations
- er, sorry, I meant the CCP. Easy mistake!
Until then, it hadn't really occurred to me that
Neverness To Everness was a Chinese game. Indeed, it didn't even occur
to me then, or not in that exact form. What did occur to me was that I had no
idea where the company behind the game I was playing was based other than
somewhere in the mysterious East.
I rarely do. Honestly, it might as well be the nineteenth century for all the
attention I've been paying to where most of the "imports" I keep
picking up and then dropping might be coming from.
This has been going on quite a while now, hasn't it? Forever, really, for as
much as that means in the context of online gaming. I remember Mrs Bhagpuss
and I playing the beta for some MMORPG from China so long ago I can't even
remember what it was called any more. Just that it was one of her favorites
for a while.
Whatever it was, I don't believe it ever came out in "the West". I just
know it was long before we played Runes of Magic or
Zentia although maybe not before I played NeoSteam...
The more I think about it, the more it seems it's always been this way, even
if I do have a vague feeling I used to be much clearer on where the games I
was playing were made. Final Fantasy XI came from Japan for a start. I
always knew that. NeoSteam was Korean. I did have to fact-check that one just
then but I was pretty sure.
Zentia was from China and so was Loong. Or was Loong just
set in China? It was published by Gamigo and they're... what are
they now? German! I had to look that up even though I see some news item about
Gamigo very nearly every day. Loong, it turns out, was developed by
DACN out of Shanghai so it was Chinese.
These days, though, I rarely have much of an idea who's behind anything I'm
playing, unless it's a company I know already. And sometimes, even when it's
one I ought to recognize, I find I don't.
I'm well aware Neverness To Everness is being developed by
Hotta Studios. I've known that from the start. It's an easy-to-remember
name. Or you'd think it would be. It can't be that easy to remember, though,
because I only just realized this morning, as I was researching this post,
that Hotta is the company behind that very successful MMORPG from a few years
back, Tower of Fantasy.
At least, I think it was very successful. Wasn't it? For a while I saw
a lot of people talking abut it but now I come to think of it, that didn't
last long. No-one ever mentions it now.
I never played it, which seems strange, given I'll play just about anything,
so long as it's free and I think I can get a couple of blog posts out of
it. As it happens, I know why I didn't play Tower of Fantasy. You won't
guess. It's not a rational explanation. Or maybe it's
too rational.
I didn't play Tower of Fantasy because from the moment I saw the name I
imagined the entire game was literally in a tower. I thought you'd have to
start at the bottom and work your way up and that would be the all you'd ever
do, which did not sound like a lot of fun to me, so I passed.
I'm not completely crazy! There are MMORPGs that have towers like that
inside them. It's a popular feature, I believe, although obviously not with
me. I thought someone had just decided to make a whole game out of it, the way
some developer or other is always trying to make an MMORPG that's all raids or
all dungeons, one with no actual world to waste anyone's time.
By the time I'd realized my mistake it was a couple of years too late to jump
on the very short-lived ToF bandwagon and so far I've never gotten
around to giving it a go. I'm still not saying I won't but I'm guessing that
particular bus has left the stop.
Although I feel like I might at least have recognized the name, in one way I'm
not surprised I didn't. There doesn't appear to be a great deal of similarity
between ToF and NTE. Different setting, different genre, different everything,
pretty much. (ToF veterans are welcome to pop into the comments and tell me
why that's just so wrong...assuming there's anyone reading who ever
played it.)
Less defensible is my complete ignorance of where NTE was made.
Is being made. It'd be nice to think country of origin doesn't matter
for a video game but that would be a hard case to make. For all the hopes
and fears trotted out across the past few decades, all the arguments in favor or
against globalization, this is still a world of nation states and nations have
cultures all their own.
Only in games, maybe not so much. It's blurry at best. For one thing,
publishers with a global reach want to sell to all markets and they don't
necessarily want to be running multiple versions to suit local tastes. Even if there is still a surprising amount of that sort of thing going on.
For another, "globalization", as it applies to entertainment these
days, often means "localization". Movies are made with different
endings or a different emphasis in the storyline so as to play better in
various territories. Games are localized not just by language but by cultural
expectations including but not limited to age, dress code and the creatures
you have to kill. I have a post brewing about aesthetic fragmentation that
might get written one day...
Localization for the "Western" market does, theoretically, make it less
obvious what the original intentions of the creators might have been but it's
often no more than a thin, surface veneer stretched over a mostly unchanged
framework. The innate cultural values and taboos that, consciously or
unconsciously, drive the narrative and the aesthetic remain.
Or I assume they do. Except that I have such a shaky understanding of what
those values and taboos might be, it's touch and go whether I'd recognize them
in the first place. If there's one thing playing more games developed in China
has taught me it's that I don't really know what China's like. Modern China,
anyway.
Zentia used to be my idea of a "Chinese" game - all pagodas and dragons
and people wearing straw hats. Neverness To Everness feels much more like my
idea of a Japanese game, all modern technology, skyscrapers and neon. Which,
to be fair, would also be my ignorant take on a Korean game, I guess, except
I'd expect anything from Japan to be quirkier and cuter...
Is this racist? Maybe. I think it's more likely just ignorant. And lazy. I'd
hold my hand up to both of those.
Does it matter in the context of playing a video game? I guess not, so long as
it leads to unconsidered assumptions being challenged and changed. And that
does happen, quite a lot.
For example, unrelated to Tyler's comment and how it got me thinking about who
was behind NTE and what they were trying to tell me, I'd already been
wondering why there was such a huge focus on work in the game. It's a major
theme. Possibly the major theme.
All the characters talk about their work all the time. It might be an
even bigger obsession with many of them than food. All of them have jobs that
they seem to take very seriously but despite their career goals, most of them
also seem to have some kind of side-hustle going on. How they find time
to sleep, let alone fit in any kind of social or private life, beats the hell
out of me.
I'm not even talking about hand-wavy game mechanics, like the way they can all
somehow pop up to fight my battles for me any time, anywhere. Or how the same
characters can work for me, 24/7, staffing the ever-increasing number of
cafes that make up my growing business empire. No, I'm talking about proper,
in-game second jobs the characters hold in character, usually menial,
entry-level, gig economy deals like handing out leaflets in the street or
doing courier work.
More worrying is the way no-one seems to have any kind of employment rights.
The subject of overtime comes up constantly, always with characters dreading
it but glumly accepting it as an inevitability of employment. And everyone
appears to be on-call all the time. Having an official day off in no way
prevents anyone from getting an urgent call telling them to come back to
work.
They all complain about it but none of them questions it. Work comes first
seems to be a universally acknowledged maxim. Someone literally says it in one
of the quests I did yesterday although I failed to get a screencap. As someone
who's spent their entire life doing their best to avoid as much work as
possible, I find it exhausting just to watch! I want the characters to kick
back against the system that exploits them - organize, unionize, withdraw
their labor - anything other than just complaining about it in private but
doing it anyway.
I guess that's why my favorite character in the game so far is Hitori,
the boss of Eidon Antiques. Hitori seems to do as little work as
possible. She sleeps a lot, drinks a lot more, and mostly sends other people
to do the jobs she can't be bothered with, which is all of them. As we see in
the Main Story sequence, she's extremely capable when she needs to be but she
doesn't feel the need to waste any energy proving herself to anyone.
Mint, for one, could learn plenty from her example.

The whole milieu reeks of double standards, hypocrisy and compromise, anyway,
and Hitori is management so she can afford to delegate. She's not in any
position to set an example. Half her staff is children!
Granted, it's hard to tell exactly how old anyone's meant to be in NTE, what
with the ever-rejuvenating anime art style, but Nanali, Edgar and
Sakiri are specifically referred to as "kids" on multiple
occasions, not least by Hitori herself. And Eidon isn't an isolated
example of child labor. Illica and Haniel from
Sterry Express seem to be much the same age, give or take a year or
two.
What are the rules in Hetherau about employing children? Aren't they
supposed to be in full-time education? There are certainly schools because one
of the side quests takes you inside one but I don't see the slightest hint
that any of the teenage cast is enrolled anywhere.
Maybe being an Esper takes you out of the classroom? I could buy that if they
were all transferred into some government program for potential assets in the
Anomaly Wars but how would it square with them all ending up in the back room
of an antique shop owned by an alcoholic, spending their time watching TV,
bickering and pretending to run a junior version of the mob?
But then the ordinary rules don't seem to apply to characters destined to
become playable some day. It's different for Hethereau's regular citizenry.
They don't get to sit around watching shows all day long.
Still, it is true that most of the people Flora meets seem to be reasonably
happy in their work. All those hucksters outside stores and the sales people
behind the counter inside. If you talk to them at length, though - and you
often can because there's a lot of incidental, non-storyline dialog in NTE -
it's often possible to sense an underlying dissatisfaction or ennui; workers
for the same company getting a better deal, other branches offering a better
quality of life... The grass is always greener ten blocks over.
Perhaps the most overtly subversive conversation I've enjoyed so far was with
an unnamed "Slacking Citizen", who gleefully informed Flora that "slacking off is the essence of work". That's the attitude! She was still very concerned Flora not tell her boss,
mind you, so i don't think she's going to be doing any organizing anytime soon
Maybe I'm reading more into all of this than I should but I can't help feeling
the writers are telling us something about the society they live in. I
get the feeling they may not disagree with the ethics of the way work is where
they're from but they find the execution just a little hard to manage. Yes,
work is great and of course we all need to do our best all the time but
wouldn't it be nice to have a goddam day off, once in a while?
I imagine, if you're sufficiently attuned to it, you'd be able to sense
specific cultural nuances within all the games that would clue you in to which
specific countries the developers - or maybe just the writers - came from,
without needing to look up the street address of the company to be sure. It's
probably all there, embedded in assumptions about family, responsibility, work
and individualism, themes that seem to come up in dialog over and over again.
For an ignorant westerner like me, though, what it mostly does is reinforce a
pre-existing idea that life is more regimented in the East, wherever the East
might be. And for me, the whole idea of taking what you do for a living in any
way seriously seems almost distasteful. That's how I was raised.
I mean, it's only a job, isn't it? It's not like it's anything important...