The Idea
What I want to talk about today is the concept of “scope” and discuss two major areas where scope can become a problem in video games.
On Scope
Like any good philosopher, the first thing I need to do is define my terms. By, “scope,” I mean, generally, the sorts of things the game is trying to do, and what kind of game it is trying to be. Is it trying to be a gigantic epic telling a massive story of love and loss and war? Is it trying to be a small, character-driven piece showing you what it is like to be a particular kind of person? Is it a game with little to no plot or character, but one in which the graphics and flow of the game constitute its art?
These questions remind me most of a section of the philosophy of Alfred North Whitehead, where, in a discussion of aesthetics, he puts forward two characteristics of aesthetic activity (which is really all activity in Whitehead, but that’s another conversation): Massiveness and Intensity Proper. In Whitehead’s schema, aesthetic value is derived from taking disparate elements (concepts, people, musical tones) and working them into harmony with one another. A given work of art has more value (i.e. is “better”) the more harmony it produces.
A work’s Massiveness is the sheer number of different pieces it tries to reconcile, while its Intensity Proper refers to the strength of its individual harmonies. In more common terms, Massiveness might be referred to as Breadth, and Intensity Proper, Depth. Whitehead’s conception of harmony may or may not be terribly helpful in our discussions here, but the ideas of breadth and depth are quite relevant to discussions of scope in art.
A video game’s breadth is found in how many different types of things it tries to do, and its depth in how much detail it puts into its pieces. There is no reason a game (or any other work of art) can’t be both very broad and very deep, it just requires a lot of work– most things tend to pick one or the other and focus on it.
It is important to note that there is nothing necessarily wrong with being broad, narrow, deep or shallow, as long as one structures one’s work accordingly, and chooses ideas and gameplay mechanics which fit the game’s breadth and depth. Some very good games have been very narrow and others, very shallow. Problems only arise when a game’s writers or programmers seem to be unaware of what the rest of the game is up to. In my experience, the most common mistake is trying to tell a story that requires a certain amount of depth without spending the necessary time or detail to tell it well. It is, however, true that too much breadth without any depth starts to make a game feel thinly spread and flimsy, and too much depth without enough breadth makes a game feel ponderous and cramped.
It is important to note that these are not binary characteristics, but continuums. Dragon Age: Origins is far from a shallow game, and does, in fact, tend to delve into its characters, setting, ideas and mechanics with a great deal of specificity and detail, but it is substantially shallower than Planescape: Torment, which trades DA:O’s breadth for a much narrower focus.
What I really want to talk about today is how many video games (and other works of art, for that matter) seem to be somewhat schizophrenic about their approaches to scope. The specific game I want to talk about today is Call of Duty: Black Ops, because I think it might be the perfect example of a game which is not true to itself.
The Numbers, Mason
I will state very quickly that I am here only talking about Black Ops’single-player campaign, as its multiplayer is wholly irrelevant to this discussion. I also want to quickly disclaim that Black Ops is not a bad game, exactly, just a schizophrenic one. At times, at least, I quite enjoyed it, so when I spend the rest of this column harping on it, don’t get the wrong impression.
Black Ops clearly wants to be taken seriously. Rather than simply hiring whatever voice actors happened to be around, the cast is full of serious actors like Gary Oldman and Ed Harris, and popular personalities like Sam Worthington and Ice Cube. I imagine that many video games could pay their entire cast with Sam Worthington’s cut alone. The game is full of gorgeous environments, smooth animations, and lots and lots of little details that are easily missed in the first run-through. This game would undoubtedly have sold millions upon millions of copies whatever Treyarch did, so the fact that they did not just quickly slap together some sort of vaguely-suitable mess shows that they cared at least somewhat about the quality of the product.
I have nothing bad to say about the graphics, the mechanics (it’s often very confusing and frustrating and easy to die, but, well, I imagine that’s what real war is like, too, so that’s probably not a bad thing), or, in most cases, the voice acting.
What I object to is the handling of the plot, particularly when it is done at the fatal expense of developing our main character, Alex Mason. I won’t waste a lot of time going into detail, but Black Ops tries to be your standard Cold War drama full of lots of shady dealings and double-crosses. At one point, there are a quick series of big reveals about Mason that go sort of like this: He’s been brainwashed! His Russian friend is a Tyler Durden-style hallucination! The mysterious people interrogating him are his CIA buddies! They want to save the world from some kind of preposterous chemical weapon! While brainwashed, he got many of his friends killed chasing silly revenge quests! He was the second gunman on the grassy knoll! We never learn anything else about Mason unless we engage in a wholly-optional and easily-missed minigame with a computer that can only be reached via pressing a certain combination of buttons while staring at the game’s main menu. (It is not, at least, at the bottom of a locked filing cabinet stuck in a disused lavatory with a sign on the door saying Beware of the Leopard.)
This is all, with the possible exception of the Nova 6 chemical, which I’ll ignore until later, potentially fine: there’s no reason why this couldn’t have made for a pretty good game, one which asks questions about who to trust, and which reveals, in a shocking moment, that the untrustworthy person is not cold CIA handler Jason Hudson, or the mysterious people interrogating Mason, or even the villainous Russians, but rather the point-of-view character himself. It is perhaps not entirely original (KotOR did a similar twist very, very well), but there’s no reason it couldn’t have been good.
The problem stems from the fact that the game refuses to actually spend any time with the characters and themes it has set up. With the exception of one pretty well-handled “mindscrew” scene when Mason finally realizes he has been brainwashed, the game never slows down long enough for us to learn anything about the characters we’re supposed to care about or even be entirely sure of the game’s timeline.
Here’s the thing: I know why this happened. There is at least a perception that the average Call of Duty fan is some species of “bro” and therefore completely incapable of spending more than five or six seconds paying attention to anything which does not actively involve shooting, screwing, or yelling at something. I can’t speak to the truth of this assumption, but I can understand why a game designer might not want to spend a lot of time building a well-crafted narrative if his or her audience is mostly just going to get bored and complain if more than four seconds of violence-free dialogue go by. This is fair.
But what I don’t understand is going somewhere halfway. Had the Treyarch team given in to the demands of their perceived audience and created a game without much overarching plot and without the massive conspiracy, and which just involved murdering various communists in various exotic locales, I could respect that. It might even have time to be a pretty decent experience– it’s probably true that the average soldier does not really know much of what’s going on behind the missions on which he is sent, and so one could imagine a game which not only sells a bajillion units by appealing to the dudebro crowd, but also manages to be some kind of commentary on war. Such a game might well have been a narrow but deep experience.
Instead, the game tries to tell a pretty decent story, but by never actually slowing down and taking some time with the characters, we’re left with a game with just enough story to annoy the dudebros, but not enough to make us intellectual types (read: pretentious literary jerks) happy. It’s important to note that, unlike Gears of War 2, which usually does spend a fair amount of time on its plot, but fails massively due to writer incompetence, Black Ops actually has decent writing when there is dialogue, but fails to deploy enough of that writing. I suppose this is a better problem to have, but it is still a problem.
In Conclusion: To Thine Own Self Be True
What this all boils down to is that the whole production team of a video game needs to be on the same page about what kind of game they are making. If one person thinks the team is making a massive war epic and everyone else thinks they are making a goofy little shooter, the results will be odd at best and disastrous at worst. Black Ops’ problem is not found in any of its component parts, but in the way the game’s design philosophy doesn’t jive with the story it tries to tell.
If you want to make a game which is pretty much only about shooting things, remove the excess plot and character work and take the time you would have spent coming up with complicated plots and use it to craft a better shooting experience. I’m not convinced that all video games even necessarily need plots at all. In fact, I think both Mirror’s Edge and Gears of War 2 would have been drastically improved by complete plot-ectomies, and Left 4 Dead 2 functions as some of the best art I’ve seen in a shooter by removing any plot more complicated than “get from point A to point B” and focusing instead on massive amounts of detail and atmosphere.
So, Treyarch: be honest with yourself about the scope of your game, and construct it accordingly: don’t use unnecessarily broad ideas if you’re producing a game which won’t take the time to develop them! Also, tell Sam Worthington he needs to learn how to do a convincing American accent already. Seriously.
Post-Script: Some Informal Jabs at Call of Duty: Black Ops
1. Sam Worthington cannot maintain a convincing American accent (he’s Australian) whenever he needs to show more emotion than an apathetic grunt. This was true in Avatar and Terminator, but was especially notable here.
2. I don’t know why the @#$% we thought it was necessary to make up a new chemical WMD for the Soviets to use in their thwarted-at-the-last-second attack on the US. Half the point of the Cold War was the nuclear arms race, so I don’t know why we couldn’t have just had some kind of surprise nuclear strike, rather than making up a ridiculous, James Bond-style chemical weapon to muck up the otherwise relatively realistic tone of the game. It feels sort of like some designer forgot what kind of game he was making, like if one of the badguys in Dead Space was not a horrible, flailing undead monstrosity, but an angry polar bear from one of those Cabela’s games.
3. The whole sequence with Daniel Clarke receiving a glass jaw (ba-dum PSH!) has various problems, but I’ll name two: first, as has been mentioned by others before, Clarke seems remarkably happy to fight alongside the people that have been brutally torturing him for the last few minutes. I am impressed by his capacity to forgive. Second, I don’t know about you, but if you put a bunch of glass in my mouth and punch me a few times, I’m going to speak with a speech impediment for a while.
4. If you rappel like that in real life, Alex Mason, you will cut off your hands.
5. So, the computer terminal thing is pretty cool, guys, but it obviously took a lot of work, and I don’t know why you would spend that much time coding and writing something which maybe 5% of the players will find unaided, and only 1% of those players will actually read through. I appreciate the ability to play Zork, but as I played the game on my friend's Xbox 360, that was actually more like dangling a chocolate cake in front of me, hoping I’ll forget that the time you spent putting Zork in your shooter could have been spent making the actual shooter. Only I have to eat the chocolate cake through a straw, because the Xbox 360 controller is not a keyboard.
6. There are various good ways to deliver a major plot twist. “Oh by the way you shot Kennedy sorry forgot to mention that hope it’s okay game is over now here listen to a bad eminem song bye” is not one of them.
7. Sam Worthington does a really terrible American accent.
However, because you cast Ed Harris in a video game, all is forgiven.