tag:blogger.com,1999:blog-4937297435477378867.post5443240080010681057..comments2012-09-21T03:27:47.978-04:00Comments on Secret Meandering: "Reality" in QuestionLouis Filiatraulthttp://www.blogger.com/profile/12511179492725210166noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-4937297435477378867.post-21768817686641037362009-11-08T19:05:42.238-05:002009-11-08T19:05:42.238-05:00Thanks for answering the call (so fast!).
Indeed,...Thanks for answering the call (so fast!).<br /><br />Indeed, I think we can easily agree that this sequence does push some sort of envelope. It is not about fun. It is <i>barely</i> about interesting game mechanics (although that remains to be seen). Mainly, it appears to be about setting a scene, creating a feeling of undeniable, self-contained reality, and then asking the player to engage with it, on a truly psychological, and thus not only systemic level. The reaction you describe and that many gamers have shared over the last days is a sign of our collective growth, of our realization that, while this is not the only thing that video games <i>must</i> do, it is one of the things that they <i>can</i> do, and very effectively at that.<br /><br />It's not even a question of graphics or technology ; dots and bars can instill feelings of urgency and horror, as long as the intent is there and the programming is appropriate. If the 3-D tools are available, well, all the better... But developers must understand that there is another layer of "reality" beyond the mere exterior of things, and then look for ways to translate those hidden connections in situations and sets of interactions with actual weight, even if that means keeping some elements out of the control of the player in order to orient the meaning properly. Interactive narrative should be creative collaboration, not domination from one of the parties involved.<br /><br />And here I am starting another rant... I sure hope that the rest of Modern Warfare 2 holds up to what we have seen. Thanks again for reading :)Louis Filiatraulthttps://www.blogger.com/profile/12511179492725210166noreply@blogger.comtag:blogger.com,1999:blog-4937297435477378867.post-71704710136134011172009-10-31T15:22:26.468-04:002009-10-31T15:22:26.468-04:00It is interesting that you bring up the Modern War...It is interesting that you bring up the Modern Warfare 2 example. I had just witnessed it the other night, and I was surprised at my own reaction. I wasn't surprised at the content itself; many action films and the like have depicted much worse scenarios in the past. What really got to me was the actions of the player himself. During the scene, he participated in a manner that almost seemed crueler than that of his cohorts, almost as if he were relishing in the acts.<br /><br />I tend to naturally be the good guy when I play games. As such, I know for an almost certainty that I would not be gunning down (virtual) innocents beside my cohorts. In fact, I would probably even try to save them somehow by turning on my team-mates, although I doubt that game would allow me to progress with that choice.<br /><br />Don't get me wrong, I applaud the people behind Modern Warfare 2 for not pulling any punches and for defending their position when questioned about it. It just goes to show the power of the medium; in a film, you can be a disembodied witness to a massacre. In a game, though, you are forced to make some sort of choice regarding your actions. You are no longer on the sidelines: you are a participant, regardless of which actual outcomes the developer allows you.JPLChttps://www.blogger.com/profile/09393694361845004014noreply@blogger.com