As noted in last weeks post
the game industry takes a considerable amount of cues from the film
industry. This is apparent in the most basic form of a singular video
game narrative. Since the dawn of games, the industry has looked towards
film for guidance. This has resulted in the medium being somewhat lost.
The narrative experiences of games have, decidedly, come a long way.
Games, as an industry, have grown considerably. (See below) With
pinnacle narrative games like Metal Gear Solid or Fallout, it is hard to
argue that games haven't found a narrative niche. However while these
narrative experiences offer quite a bit, the medium still hasn't fully
found it's potential.
The number one game, in sales, from last year was Call of Duty: Modern Warfare 3. It sold over 7 million units and grossed over 1 billion
in 2011. That is nearly a quarter of the money made in the game
industry in 1995. This is largely due to the multiplayer aspect of the
game, rather than the narrative experience. When analyzed from the
critical film perspective, the narrative experience of Call of Duty is
akin to a Transformers film. Full of explosions, adrenalin charged
moments, and mass appeal, yet lacking in the artistic value that
critically acclaimed films offer. Both the Transformers films and the
Call of Duty games make a staggering amount of money. However, this is
viewed as critically valuable in the game industry.
In the film critic community, the money made by a film is ignored and
the film is judged based on the artistic merits it holds. In the game
industry, these games garner awards from numerous critical circles. Call
of Duty's exciting moments are entertaining, but worthy of awards?
MW3 is one of the most realistic military
games out there. From the guns, to the sounds, to the actual landscapes
that you play in; everything is researched by a team down to the most
miniscule detail so that the gamer has a sensation of war. Gameplay
borrows content from films and real life events and actions. How a
soldier moves, how a gun shoots and how a helicopter functions are all
aspects of the game. The game industry is clearly taking the gritty cues
of modern war films as the aesthetic of first person shooters. Yet it
seems to miss the anti-war message found in some of the most successful
war films, such as Saving Private Ryan.
Thus are we, as gamers, rewarding the game industry for taking the
most basic, instant gratification aspects of film whilst ignoring the
deeper value of the medium?
What may be even worse for the medium
than simply lacking a message, is that some gameplay elements may
actually undercut the implied message. As noted in a recent episode of The Indoor Kids,
Bioshock is, at it's core, about determinism. Yet this message is
undermined by the fact that the main character spends an enormous amount
of time killing people. It simply detracts from the message and
contradicts it.Thus, there is a disconnect between the form of the
gameplay and the content of the narrative message. With that being said,
games are still in the very early phases of development. It is
understandable that gaming hasn't realized the potential of the medium.
Unlike films, games have the opportunity to create an instant connection
between the character and the player. The industry has thus far focused
on the experience of the player and the opportunity to instantly
gratify that player with flashy action sequences rather than formulating
a way to get the message across in both a narrative and gameplay driven
form.
That isn't to say that all games have
fallen subject to poor form and content synthesis. Nor does it mean that
the narrative merits of games like Red Dead Redemption, Metal Gear
Solid, or Fallout (All brilliant narrative games) are somehow
invaluable. Those game should be, and often are, recognized for their
achievements in raising the bar for narrative experiences. However, they
fail to realize the full potential of their medium.
A game that does pulls off the form and content synthesis is Portal 2. Portal manages to take the narrative
message of free will and presents it with the gameplay that presents
free will. The very way you play the game mirrors the narrative. The
game offers you countless ways to complete a puzzle, forcing you to
utilize your free thought to formulate an escape, much like the main
character Chell. Not only are you Chell, but Chell is you. She is what
you make her. Unlike in Red Dead Redemption, where you have freedom to
make John Marston whoever you'd like but are still limited by the
narrative choices of John, Chell offers a direct link into the game. You
ultimately learn as much as she does in the narrative by utilizing the
free will that sets you apart from every other character in the game.
You are a human, not a robot. Thus, you have the ability to do what you
want. It is an interesting parallel to characters you play in other
games. John is a robot who is bound by the choices programed by the
designers of the game. While the player can utilize their free will to
do whatever they desire in the game portions, the cinematic of the game
are decidedly John's choices and not yours.
John, while he is a compelling character looking for redemption, doesn't always match up with the actions of the player.This can cause a disconnect between the character and the player, causing a rift in the emotional tension.
This is a direct relation to film. You
can build rapport between an audience and a character, but that
character is ultimately a programmed individual. Gaming has largely
taken this aspect from film. What sets Portal apart is the ability to be
in the game and relay the narrative message directly through both the
events in the game and the gameplay.
While the game industry looks towards the
film industry for an evolution of its medium, it has yet to realize the
very things that make films so successful as an artform. Rather than
focusing on the exciting instant gratification of the Transformers
films, it should look for the introspective artistic value found in a
Kubrick film. The game industry is evolving immensely on the front of
narrative experiences, it has quite a way to go in terms of merging form
and content. It has yet to really realize its potential as a unique art
form. However, with a game like Portal 2 standing as a successful
artistic experience, the future looks bright.
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