niedziela, 29 stycznia 2017

Trenched Warfare

War film has been huge­ly pop­u­lar since the begin­nings of the medi­um, and that style has def­i­nite­ly influ­enced the first-person shooter genre in video games. A great deal (half or more, I’d reck­on) of first-person shooter games fea­ture a war of some sort; only the rare shooter, such as the non-side-scrolling Metroid games, fea­ture a story that has a sole pro­tag­o­nist up again­st an unor­ga­nized, non-military foe who isn’t involved in some large cam­paign or plot. Instead, most mod­ern shoot­ers are war tales in some way or anoth­er, and the actions your pro­tag­o­nist takes through­out the game are sit­u­at­ed as part of a larg­er effort. You’re not aim­ing to kill ‘em all or get a MacGuffin for its own sake; instead, you’re hit­ting sup­ply lines, halt­ing offen­sives, watch­ing your allies die hor­ri­bly or hero­ical­ly sac­ri­fice them­selves, shut­ting down (or launch­ing) nuclear strikes, or seek­ing out a MacGuffin to turn the tide of the war. This is admit­ted­ly more real­is­tic than the one-man-army style of story, but it also has its own set of tropes that FPS games (and 3rd-person shoot­ers that focus on war, though they seem less like­ly to focus on the topic) have had lit­tle luck sub­vert­ing or avoid­ing, result­ing in stale and pre­dictable nar­ra­tives and char­ac­ters.
I’ll be piggy-backing off of my ear­lier arti­cle on the hero nar­ra­tive in this dis­cus­sion, because I think the out­li­nes of the hero nar­ra­tive are par­tial­ly what makes the war sto­ries por­trayed in video games so stale and unin­ter­est­ing. If you’d prefer not to re-read the arti­cle, the salient point is this: the hero nar­ra­tive of most video games, fea­tur­ing a pro­tag­o­nist who over­comes all fail­ures and who is the most impor­tant man in the room, has near­ly been exhaust­ed. In fact, such a pro­tag­o­nist rarely suits a war story.

War… War Never Changes

Well, it’s not exact­ly that sim­ple, Mr. Perlman. War sto­ries are fun­da­men­tal­ly inter­est­ing to us and, out­side of video games, they con­tain diverse themes and struc­tures. Compare Schindler’s List, Inglourious Basterds, Saving Private Ryan, Glory, Apocalypse Now, and All Quiet on the Western Front. Each film con­tains rad­i­cal­ly dif­fer­ent themes, char­ac­ters, and tone. They inves­ti­gate dis­parate aspects of war with var­ied amounts of rev­er­ence and black humor, and show us a wide range of who the sol­dier is, and what he (or she) can become.
You would be hard-pressed to find such range in video game por­tray­als of war. The typ­i­cal model ignores the com­plex­i­ties of war for a sur­pris­ing­ly black-and-white por­tray­al that does not lend itself to the explo­ration of mature themes; you are almost always a defend­er of jus­tice and virtue again­st the heart­less (or duped) foes of your nation, and “mas­sacre fatigue” is a well-documented prob­lem in many FPSgames. When you kill a man in most war games, you’re unlike­ly to feel any­thing other than a small sense of vic­to­ry. While I don’t think that this is at all respon­si­ble for any social ills or the actions of unsta­ble indi­vid­u­als, that games inspire only such under­whelm­ing respons­es is unfor­tu­nate.
Few war games actu­al­ly engage with the dif­fi­cul­ties of war; sup­port­ing char­ac­ters are much, much more like­ly to cheer and quip when you blow anoth­er human’s skull open than to express dis­gust, sor­row, or sim­ply not com­ment. Admittedly, I’ve never been in a war, so that may be the way it hap­pens, but I sort of doubt it. In most (qual­i­ty) war films, such behav­ior would qual­i­fy the char­ac­ter as a Jerk Ass, if not a Complete Monster, and is gen­er­al­ly there to illus­trate either how war can change an indi­vid­u­al or how war can let cer­tain peo­ple be just as mis­an­throp­ic as they always were. This does not apply to campy and/or gore-fest films, but I’d hes­i­tate to call them war films since they’re not actu­al­ly inves­ti­gat­ing war as a con­cept but rather using it as a vehi­cle for sim­pler thrills. But in most video games, a squad will more often than not have at least one per­son who dis­plays anti-social and/or psy­cho­pathic behav­ior, per­haps only when viewed out­side the actu­al game nar­ra­tive, since it is excep­tion­al­ly unlike­ly that such a char­ac­ter will be called out for their blood-thirst. It’s actu­al­ly a lit­tle more than not being chal­lenged in that atti­tude, actu­al­ly; the game world doesn’t respond to their behav­ior, thus imply­ing that it is a fine respon­se to war.
A pow­er­ful con­trib­u­tor to this prob­lem is the black-and-white qual­i­ty of the nar­ra­tive; those on the other side are either evil or signed up on evil’s side, so there’s no sense in regard­ing them as human (or sen­tient things with feel­ings, if we’ve got aliens). Personally, I think the pro­lif­er­a­tion of that char­ac­ter arche­type is amaz­ing. War movies have pre­sent­ed that arche­type to great effect before, either as a foil or as a way to show just how dark and ter­ri­fy­ing the world can be, but video games have adopt­ed it for dif­fer­ent rea­sons entire­ly. I think that there is a fun­da­men­tal dif­fer­ence of goals and con­tent in most films about war ver­sus most games about war.
In most games about war, the action is the point: most of the play expe­ri­ence will be made up of run­ning, gun­ning, and tak­ing cover as enemy fire zips over­head. Between eighty (at the very least) to ninety-five per­cent of the play-time will con­sist of heat­ed fire­fights, or mov­ing into a posi­tion to have a heat­ed fire­fight, since that is the part of war that is adrenaline-fueled and is most obvi­ous­ly dra­mat­ic, since the stakes become life-and-death. But it’s a mis­take to assume that those stakes make a game dra­mat­ic, espe­cial­ly when your own character’s repeat­ed deaths and even the deaths of your allies pass­es by with­out a hint of emo­tion­al res­o­nance. Intense bat­tle sce­nes are so engag­ing in films and books par­tial­ly because we don’t know whether the char­ac­ters that we care about will sur­vive them; this is true in any story with seri­ous stakes, but it is espe­cial­ly true of war sto­ries, in which the threat of sud­den death is a very impor­tant theme. That ten­sion, and thus that theme, can­not exist in a war game. Even if an ally becomes cher­ished by the play­er, when that ally dies, it will be in a cut-scene, and will prob­a­bly be slight­ly removed from the core expe­ri­ence. What’s more, all per­son­al respon­si­bil­i­ty on the part of the play­er will be neg­li­gi­ble. The play­er will not think, “I got my friend killed,” or “I wasn’t good enough,”; the play­er will instead think, “Wouldn’t have hap­pened if I was play­ing in that moment.”
Because con­trol of the char­ac­ter is taken from the play­er at the most dra­mat­ic moment, when the sup­port­ing character’s life is in the bal­ance, the play­er is more like­ly to chalk it up to the inep­ti­tude of the main char­ac­ter or sup­port­ing char­ac­ter instead of inter­nal­iz­ing or ratio­nal­iz­ing the death of the ally, which is essen­tial to access­ing the expe­ri­ence of the griev­ing sol­dier. For the most part, though, the “dra­mat­ic” fight sce­nes are devoid of actu­al drama, because named allies are almost always invin­ci­ble, and every ally who might die is a name­less mook, and is utter­ly unim­por­tant to the play­er. This means that, for all the excite­ment that fire­fights bring, they can actu­al­ly get in the way of an engag­ing nar­ra­tive and pre­vent a game from address­ing the themes it oth­er­wise might.
However, I think that an even big­ger prob­lem exists between the con­ceits of the typ­i­cal hero nar­ra­tive and those of most war nar­ra­tives.

Spartans ‘R’ Us

The super-soldier is hard­ly a new idea, but it has never been as pro­lific as it is in war games. It’s achieved a near-100% sat­u­ra­tion rate. This is the notion that the pro­tag­o­nist is the most impor­tant sol­dier on the bat­tle­field.  He (or she, but given the form, “he” is real­ly the safe bet) is wherever impor­tant things are going down; he turns the tides in every major bat­tle; he can­not die; if he is not some sort of lead­er­ship who mixes it up on the front lines any­way, then his mil­i­tary deci­sions turn out to be bet­ter than his own inept sergeant’s deci­sions; he often decides the fate of the war by his time­ly action and his unbe­liev­able defense/capture of the MacGuffin despite over­whelm­ing odds of fail­ure. This should sound like just about every war game you’ve ever played. It should also sound very dis­sim­i­lar to any qual­i­ty war film or book you’ve ever read. There’s a num­ber of rea­sons why the hero nar­ra­tive does not pre­pare a prop­er envi­ron­ment for inves­ti­gat­ing the themes of war.
1.There is a cen­tral pro­tag­o­nist, and he is a bad-ass.
The focus is not on sol­diers, and how the com­mon man deals with war. It’s on the gruff dude with an atti­tude and one-liners to spare. It’s on the vet­er­an who is already awe­some and battle-hardened. It is on the indi­vid­u­al who is the minor­i­ty in most actu­al wars, and who is not active­ly chang­ing before our eyes in respon­se to alarm­ing war stim­uli. Look to the Master Chief, Marcus Fenix, any Call of Duty pro­tag­o­nist, Tomas Sevchenko, or Nathan Hale. They are super-human, either in the way that the uni­verse treats them or because they’re actu­al­ly super-human, in the case of the Chief and Hale. The play­er encoun­ters the war through the eyes of this bad-ass killer.  Fear has no place in the minds of these indi­vid­u­als, and death can­not touch them.  They are immune to all of the things that make war inter­est­ing, on the psy­cho­log­i­cal front.  And if other char­ac­ters behave like a nor­mal per­son might (with fear, trem­bling, and panic), they seem weak or pathet­ic by com­par­ison, and any emo­tion­al link that might trans­mit that “war is hor­ri­ble” to the play­er fails instant­ly.
Quite sim­ply, from a nar­ra­tive stand­point, war is inter­est­ing because of what it does to peo­ple; if the char­ac­ter the play­er is inhab­it­ing is already used to war, and receives no new rev­e­la­tions through the course of the game, then the play­er will have a dif­fi­cult time receiv­ing any sort of expe­ri­ence from the vir­tu­al war. Likewise, this means that the cast of the game isn’t an ensem­ble, which could show us how war affects mul­ti­ple char­ac­ters.  Thus, per­haps war games might be bet­ter off with mul­ti­ple protagonists/main char­ac­ters.
2The hero must be incred­i­bly vital to the war effort.
Which isn’t exact­ly how real war works at all, and the best war films make this clear: war is an insane­ly com­mu­nal effort. Occasionally large events will hap­pen that change the course of a the­ater of war, but these are in the minor­i­ty. Usually, how­ev­er, in video game tales, the hero nar­ra­tive demands that the hero be in exact­ly the most impor­tant place at a given moment, right in place to steal the nuclear codes or some other Item of Essential Value that will allow the allies to win the war for good. This makes the game obvi­ous­ly dra­mat­ic, and obvi­ous­ly inter­est­ing, but it also destroys more sub­tle pos­si­bil­i­ties, like a focus on char­ac­ter rela­tion­ships and issues, while also ignor­ing the pre­dom­i­nant expe­ri­ence of war. What’s more, since near­ly every war game has such a large scope, this means that a large-scope game only has so many inter­est­ing nar­ra­tive devices it can employ with­out feel­ing tired and over-done.
3The ene­mies are never right.
I men­tioned this ear­lier, but it bears repeat­ing. A hero­ic nar­ra­tive can­not invoke sym­pa­thy for the vil­lains, and hon­est­ly, if it human­izes them at all the nar­ra­tive starts to break down. The play­er can­not be won­der­ing whether the sol­dier he just killed had a wife and child, and so the design­ers of war games tend to keep things excep­tion­al­ly black-and-white. This is a poten­tial prob­lem in every story, but it is a griev­ous error in war sto­ries. Addressing this theme is one of the best things that war sto­ries can accom­plish, and it’s unfor­tu­nate that the game will prob­a­bly have no qualms about paint­ing your foes in the broad­est of strokes just to keep your enjoy­ment of the expe­ri­ence as guilt-free as pos­si­ble. Making you think is not the goal of such games; addic­tive shoot­ing game-play is. Obviously, there’s noth­ing inher­ent­ly wrong with that deci­sion… it just tends to gen­er­ate bad art.

It’s A Game, Dude

So what if a game doesn’t actu­al­ly reflect any real war expe­ri­ence? That’s not a prob­lem, right?
Well, it is if we want games that seri­ous­ly deal with the con­cept of war, and if we want games that address the themes of war art­ful­ly and with matu­ri­ty. What’s more, there’s a great deal of expe­ri­ence in war that is intrigu­ing, inter­est­ing, and ripe for gam­ing; it’s just not get­ting any play because of the stub­born­ness of the hero nar­ra­tive and the suc­cess of the high-stakes plot model. There are plen­ty of other sto­ries worth telling.
Have you played any war games that actu­al­ly reveal a more typ­i­cal war expe­ri­ence, or that have made you think about the nature of war, or how war affects indi­vid­u­als? Let me know! I’d love to play them, and I’d love to hear your thoughts on this.

Brak komentarzy:

Prześlij komentarz