The Idea
This week, I want to change my tactics a little bit. Usually, in this column, I have a tendency to discuss a game’s writing when I discuss its aesthetic value. This probably stems from the fact that writing and music are the two parts of game development with which I am most familiar. I cannot draw digitally to save my soul, and my coding knowledge is still very limited but writing is something I have at least some idea how to do, so I can criticize a game’s writing without feeling too much like a poser.
What I want to do for the next two weeks, though, is take a look at how a game’s mechanics can not only be crucial to its art, but actually be art in and of themselves. This week, I wish to focus on how mechanics can serve to enhance a game’s artistic value beyond simply providing the structure in which the game exists. Next week, I will discuss how mechanics can be art in and of themselves — how some games, without plot, character, or even necessarily much in the way of visual design, can be art.
Mechanics As Support
Obviously, a video game cannot really exist without mechanics, as mechanics are necessarily what makes the video game interactive. In that sense, then, the notion that mechanics serve as support for a game’s art is clearly uncontroversial. What I want to talk about today, however, are a few ways in which a game’s mechanics, without necessarily being terribly artful in and of themselves, can nevertheless serve to highlight and underscore the game’s themes, characters, and atmosphere.
Mechanics seem to be able to do this in at least two ways. In the first place, there are mechanics which remain constant throughout a gaming experience, and then, in the second, there are moments in a game when the mechanics are suddenly changed to mirror a change in the story, characters, or atmosphere. The first might be termed a game’s mechanical “environment,” and the second, instances of mechanical “mirroring.”
Mechanical Environment
Planescape: Torment is a game about a lot of things, and if you haven’t already played it, stop reading this and go play it. If someone held me down and forced me, through some act of hyperbolic villainy, to pick one video game as being the “best video game of all time,” there is a very real chance I would pick Torment. You can buy it for $10 on Good Old Games, and it’s old enough that it should run on more or less any PC from the last five years. Go ye forth and play it. It’s not without its flaws, but it will make you a better person.
It is also an excellent example of a game where the mechanical environment serves an artistic purpose. The Nameless One, protagonist of Torment, is perhaps most chiefly characterized by the fact that he cannot die. Stab him, burn him, drown him, and he simply awakes some hours later, amnesiac and scarred, but otherwise unharmed. This is not only discussed in the narrative, but is part of the fundamental mechanics of the game: if, in the course of the game, he should be reduced to 0 hit points, the screen will fade to black, and you will find yourself back in the Mortuary, waking up again and restored to full hit points. Further, his many years of dealing with death have taught the Nameless One how to manipulate the life-force of others, such that up to three times a “day” (period between 8 game-hour rests), he may resurrect his fallen allies.
I can think of no better way to discuss how these mechanics relate to Torment as art than to cite Eurogamer author Robert Purchese’s negative review of the game, from 2000: “…it cheapens death… This approach to death may appeal to some people, but for me it made the lives of my characters rather cheap and meaningless. They were just cannon-fodder, and no matter how many times they died I could always bring them back.”
Yes, Mr. Purchese. That is exactly the point. For The Nameless One, death is cheap. He has no fear of death, and, in fact, longs for it. His own immortality can cause him, depending how you play him, to lose all respect for the mortality of others. Past versions of himself (remember that he loses his memory every time he dies particularly violently) have been shown to callously disregard the lives of those around him at the slightest hint of personal gain.
The fact that the game lacks a death-triggered Game Over screen (there are a few ways to get a Game Over, but you usually have to try pretty hard) does two things. First, it underscores and reinforces Torment’s underlying themes and conceits. It would be difficult to imagine telling a story about an immortal man while still maintaining any kind of serious penalty for death. Second, and most importantly, it drastically reduces the distance between the player and The Nameless One.
Character death is never anything but an annoyance in video games. Sometimes a very severe annoyance, if it has been a long time since you have saved, but never anything more than annoyance. While Isaac Clarke lies bleeding to death on the floor, regrets flashing before his eyes as he painfully expires from the violent stomach wound he has just received, the Dead Space player, at most, sighs, shakes his or her head, makes a face at the gore, and reloads from a previous save. This is a fair amount of distance, and it is usually more or less unavoidable. (As a side note, Dead Space and many similar games try to avert this by having the death sequences be exceptionally graphic, hoping to disturb the player as punishment for failure.) But in Torment, the player and the character feel much the same way: irritated, frustrated, and possibly embarrassed. Death is just a minor inconvenience for both parties.
Mechanics as Mirroring
When playing a game, we get used to the way the rules work. Much of the fun of playing a lot of games is found in learning how to best manipulate the character within the framework of the game’s mechanics, facing stiffer and stiffer challenges as we become more and more familiar and proficient with the game’s rules. When the rules remain unchanged, everything is normal.
As such, one particularly excellent trick in the game designer’s pocket is the ability to suddenly alter the way the mechanics work at a particularly relevant moment in the story, to break the rules to which the player has become accustomed. This throws the player out of his or her comfort zone, and is usually done in an attempt to force the player into sympathy with the character by mirroring the character’s mental state, thus lessening the distance between the two.
A particularly simple example can be found in BioShock, when, as Fontaine uses what mental control he has over Jack to try to force his heart to stop beating, Jack begins to suffer occasional reductions in his maximum health. This forces the player into sympathy with Jack — both wonder if Fontaine really has enough influence to outright kill Jack, and both find themselves scrambling about all the faster to try to put an end to Fontaine’s mental conditioning. In this way, by breaking the rules and reducing the player’s maximum health, rather than doing straightforward damage, the game suddenly shifts its core mechanics in such a way that it throws the player into sympathy with the character.
There are many other examples, but a more complex one that comes to mind from a game I played not long ago is from the single player campaign of Splinter Cell: Conviction. One of Conviction’s new additions to the Splinter Cell franchise, for better or for worse, was the “Mark and Execute” system. By dispatching a foe in hand-to-hand combat, the player earns an “execute token,” which enables him or her to “mark” several foes in a room and, by pressing a single button, watch as Sam Fisher executes every one with unerring precise headshots.
Normally, the player can only have one execute token at a time, forcing him or her to make quick decisions about when to use a token and when to save it for later, as well as giving him or her some incentive to enter hand-to-hand combat with certain foes rather than simply hanging back and picking them off one at a time with a firearm.
At one point in the game, protagonist Sam Fisher discovers the truth behind an overly complicated controversy concerning the survival of his daughter and the true nature of his recently-deceased best friend. The details aren’t terribly relevant, and Conviction’s plot is probably better when not examined too closely, but the gist of it is that Fisher’s friend betrayed his trust by faking his daughter’s death, thereby keeping her safe from those mad at Fisher, but also to ensure that Fisher can remain a focused agent, untroubled by family commitments.
Unsurprisingly, this makes Fisher very, very angry and confused. But rather than treating the player to long sequences of Fisher delivering angst-ridden speeches or brooding, it prefers to show us Fisher’s mental state through a quick shift in mechanics. Immediately after this revelation, Fisher must escape the building he is in before it self-destructs (no, I didn’t know buildings could do that either, that’s not the point), and is confronted by waves of angry guards on his way out.
Normally, dealing with this many hostiles would be quite difficult, and would require a lot of sneaking around and catching isolated guards one at a time. Fisher, however, A, does not have time right now, the building is exploding, and B, is in no mood to deal with mooks. He has just discovered that the last two years of his life were wasted, that his daughter might actually be alive after all, and that his best friend betrayed his trust, however noble his intentions might have been.
So, the player suddenly, without any fanfare, discovers that he is now possessed of an infinite number of execute tokens. Sam marks a few foes, guns them down, and then immediately gains a new execute token. This means that Sam can effortlessly stroll through the exploding building, unerringly killing numerous enemies with one shot to the head each.
Why is this relevant to the game as art? Because the fact is that Sam is not really thinking about the burning building or the numberless mooks between him and the escape. He is fully stuck in his own mind, trying to make sense of the information he has just received, operating in the physical world on autopilot, letting his years of training and experience do the work for him without any mistakes or pause for remorse. If Sam Fisher isn’t paying attention, why should the player have to? This sudden breaking of the rules allows the player deeper insight into the sort of man Sam Fisher is, and drastically reduces the distance between the player and the character.
Obviously, this sort of trick can only be pulled so often in a single game. It only works if the player is already accustomed to the game’s rules, such that he or she will really notice the change, and it needs to happen rarely, or it will lose its novelty and effectiveness. Used correctly, however, mechanical mirroring can be one heck of a tool. Few gameplay sequences in recent memory have had as much effect on me as Sam Fisher’s emotionless, juggernaut slaughter on his way out of the Third Echelon building.
To Be Continued
Next week, I will discuss ways in which a game’s mechanics can serve not only to underscore a game’s more traditional narrative elements, but can actually communicate ideas and artistic insight in and of themselves. There is also probably another article discussing ways in which mechanics can end up actually detracting from a game’s artistic worth if they are incorrectly implemented. In the meantime, I would love to hear of more examples of mechanical environments or mechanical mirroring in video games that you find particularly notable. There are many more than those mentioned above!
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