niedziela, 17 lipca 2016

Introducing “Distance”

I was pretty depressed this week, so writing anything was really, really difficult. But I managed somehow and am unwill­ing to mince time, so let’s leap right into the meat of my next con­tri­bu­tion: a dis­cus­sion of avatar and player. Oh, and as usual, spoil­ers are nigh.

Two Very Different Games


Since I’ve been on break, I’ve had the chance to play through a num­ber of games I’ve been hop­ing to get around to, includ­ing Enslaved: Journey to the West, but also Call of Duty: Black Ops. If you know any­thing about these titles, you also know that they have lit­tle to noth­ing in com­mon other than their shared nature as video game, at least on the sur­face. Both games also present a nar­ra­tive (value of said nar­ra­tive aside), voice-acted char­ac­ters, and (for the most part) a sin­gle avatar for the player to con­trol and expe­ri­ence the events of the game through.

I would argue that Enslaved offers the best nar­ra­tive of the the two. The adven­ture game has incred­i­ble mer­its as a story. Its main char­ac­ters are intrigu­ing, lik­able, and the player’s avatar char­ac­ter, Monkey, goes through an inter­est­ing and believ­able growth arc through the events of the game. Those char­ac­ters have qual­ity voice actors, their lines are very well-written, and the stel­lar facial ani­ma­tion at play in the game allows for act­ing to occur out­side the dia­logue, which is some­thing attempted in many games, but rarely to appre­cia­ble qual­ity. You can see a bit of that here. The game­play is good, but is not nec­es­sar­ily the thing that sets the game apart; sim­i­lar sys­tems have been exe­cuted more expertly in other games. What’s ulti­mately impor­tant about the rest of the game is that it stays out of the way of the char­ac­ters, the story, and the gor­geous, over-grown vision of recov­er­ing post-apocalyptic America. The game offers an expe­ri­ence of par with the best of sim­i­lar styles of movies, and con­tains sim­i­lar pro­duc­tion value. It is a good exam­ple of game-as-art because of the worth of the tale it presents.

Call of Duty: Black Ops has a less refined story, poorer dia­logue, and is less visu­ally appeal­ing. However, it also tack­les indi­vid­ual expe­ri­ences in a way that no other medium can; one can­not envi­sion the expe­ri­ence as any­thing other than game. This is a trait that Enslaved can­not boast, except maybe in an argu­ment for the game’s pac­ing. Enslaved could have been just as effec­tive as a movie, and aspires to noth­ing more. In other words, at no time do you feel like you’re any­thing but an observer in the story (which, again, is admit­tedly fan­tas­tic).

Important Disclaimer


Before I go any far­ther, I want to make clear that this isn’t a bad thing. Enslaved is still a phe­nom­e­nal and fun expe­ri­ence, a qual­ity game that I have no qualms about rec­om­mend­ing; I have encoun­tered few sto­ries in a game that were as well-executed. However, it does not cap­i­tal­ize on the traits that sep­a­rate video games from the rest of art.

Inhabiting the Avatar


Black Ops is an inter­est­ing case. Its nar­ra­tive never becomes excep­tion­ally engag­ing, and its char­ac­ters are true to type, but never truly inter­est­ing. That said, in nearly every mis­sion it seeks to trans­port the player into their avatar’s body at least once. For instance, here’s a scene where Mason is forced to play Russian Roulette with a com­rade after being cap­tured by the Vietcong, though it has a sur­prise end­ing. It’s obvi­ously NSFW, though its worth not­ing that it has plenty of naughty lan­guage in it. It’s a decent scene, but notable because of where it places the player: in a spot so tight that you empathize more read­ily with your avatar.

Another, bet­ter exam­ple of this is the end­ing to Call of Duty: Modern Warfare 2. There’s no way you can’t empathize with Soap here, even if just a lit­tle bit. Ultimately, your com­mands are respon­si­ble for his vengeance. Perhaps there alter­na­tive meth­ods of attain­ing equal or greater empa­thy with the char­ac­ter, but this method (allow­ing a player’s actions to cor­re­spond to a character’s actions in a dra­mat­i­cally impor­tant sequence) is com­pletely unique to video games, and can result in a qual­i­ta­tively dif­fer­ent empa­thy than that pro­duced by film or text. Other exam­ples include the whole of the stel­lar Breakdown and the end­ing of Halo: Reach, which I’d hate to spoil here, so go expe­ri­ence it for your­self.

These sequences dis­play the defin­ing qual­ity of video game art, albeit in their own gory and mas­cu­line fash­ion. They allow the audi­ence to play a role in the pre­sented nar­ra­tive. Black Ops is dis­tinct from Enslaved in that it offers play­ers some degree of con­trol in dra­mat­i­cally impor­tant moments, whereas in Enslaved there are clear bound­aries between the meat of the story, told in cutscenes wherein play­ers have no con­trol, and actu­ally “play­ing the game”, in which the char­ac­ters may speak to each other, but the character’s con­trolled actions have no dra­matic rel­e­vance. Thus, there is greater dis­tance in empathiz­ing with Monkey of Enslaved than with Alex Mason in Black Ops. This doesn’t change the fact that, ulti­mately, the player is much more likely to empathize with Monkey, but that’s because Monkey is a fan­tas­tic and fully real­ized char­ac­ter. Mason, even with the aid of shared action in impor­tant dra­matic moments, never becomes any­thing more than another sol­dier.

Distance


I think that “dis­tance” may be an effec­tive term for describ­ing the degree to which a player occu­pies a character’s place in a nar­ra­tive. Distance is unique to the game. In Mass Effect, there is less­ened dis­tance between the per­son­al­ity of Shepard and the per­son­al­ity of the player than there is in a game with fixed dia­logue, and this allows for the player to exert con­trol over the char­ac­ter, and thus the nar­ra­tive. However, even in games where the player does not con­trol the character’s deci­sions in a nar­ra­tive, dis­tance can still be reduced by immers­ing the player in the phys­i­cal or men­tal real­i­ties of the char­ac­ter and by allow­ing for a greater degree of con­trol within dra­matic events. Quick-time events are the least sophis­ti­cated expres­sion of this sort of dis­tance, but the Call of Duty exam­ple is much more effec­tive because there is closer cor­re­la­tion to the player’s actions and the character’s actions.

So, what are your thoughts? Do you think that dis­tance is an effec­tive con­cept in dis­cussing games-as-art? Does motion-based game­play, such as with the Kinect, cre­ate oppor­tu­ni­ties to lessen dis­tance?

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