On the surface, yes. Instead of simply watching the scenes and
adventures unfold from the comfort of your arm chair, you are making
them happen. With every button press and every action that you do
having an effect on the world around you, and it does all of this
whilst keeping you engrossed and immersed in which ever universe you
happen to be populating that that moment in time.
John Marston: One of the most engaging and enigmatic characters ever. |
Theoretically, this should happen every time you sit down for a long,
hard slog of a gaming session. Unfortunately, the “Good Game Fairy”
fails to smile and radiate her magical glow on at every game that
comes under the scrutiny of game journalists. Naturally there are
going to be bad games, just as there are bad films. It can be a
combination of many factors that make a game bad, sometimes those
factors aren't even down to the game's development team,
technological setbacks or limitations can prove that human error can
only count for so much of a game's short comings.
Other times it could be the fan base, abusing all nay sayers that
“dare” to have a difference of opinion on a game that has yet to
be released and therefore losing a potential fan for the game or the
franchise with the possibility even making them go as far as
completely boycotting a developer's future titles. It could have been
that the QA testers weren't as diligent as they should have been,
leaving it to the consumer to find the bugs and glitches that break
flow and rip you kicking and screaming from your fantasy world of
blood, battle scars and mead.
You will know a good game (if you've played as many as I have) from
the offset, take Far Cry 3 for example, the opening cut scene shows a
group of American trust fund kids living it up on holiday. Home
movies full of drinking, parties, women and adrenaline seeking before
it cuts to a bamboo cage with yourself (Jason Brody) and his brother
imprisoned within. For an opening scene, this lays the ground work
for the rest of the game, you know that Jason has nothing in the way
of special forces training due to the fact that he is terrified and
is bordering on tears as he flees in to the jungle. In fact his
brother, who actually does have military training dies pretty early
on (see, being in the marines isn't always a get out of jail free
card...)
Watch out for Vaas, he'll enslave your Arss...IT WORKS DAMN IT! |
The reason that this is a good, if not brilliant opening. Is because
you can immediately connect and relate with Jason. (bar the trust
fund frolics) He is clearly terrified, as would any of us be if we
found ourselves in the same situation and forced to take another
humans' life in the name of self preservation. Although this leads
him down a path that sees him crafting wallets from the taints of his
enemies within 5 minutes of his first kill, we can still connect with
him. He is growing and changing as a person and therefore a character
and as players, we grow and change along with him.
This is where films get a “guilt free pass” the characters are
set out and moulded to a persona, in very few films have I seen a
character start out as a nervous wreck only to reappear an hour later
glistening with sweat atop his massive pectorals and picking
masticated Nazi out of his teeth. In video games, we are strapped to
the person, we become that person (all right, maybe not Max Payne. I
have neither, a broken frontal lobe that allows me to slow down time.
Nor a lust for diving through windows whilst dual wielding 9mm
handguns and chugging cheap whisky) we witness everything that
character witnesses, we feel the same emotions as the character. The
more time we invest in a game, the more we invest in a character and
therefore the story that they are a part of.
But this I feel, is a double edged sword. As I previously mentioned,
there are such things as bad games, and a notorious staple of a bad
game is the lack of a character arc. We have to spend upwards of 5
hours with this character, but instead of becoming this person, we
become little imps on their shoulders, pulling at their ear hair to
make them move, shoot, cast magic, seduce the blacksmith's daughter,
this list could go on and on but you get my drift. Instead of the
player growing and changing with the character, we watch a muscle
head in power armour move from point A to point B, occasionally
pausing to cut a disfigured monstrosity from groin to chin in an
exaggerated excuse for a “take-down” and move along the
sightseeing tour. (yes I think Gears of War is a bad game, sue me!)
My point is, video games may be more complicated than films, but they
are also as restricted. Give the player the chance to roam and do as
they please and they will, almost to an unhealthy degree. The story
then gets neglected to the fringe of abuse and the point or moral is
never imparted, they have to be quite linear, if for no other reason
than to uphold the name of “Interactive Story Telling”.
I applaud the developers that create engaging and engrossing games
that give me the option of running through a corn field, broadsword
aloft and a gaggle of terrified villages running for their lives, but
I give a standing ovation to the developers that make me want to
stop tormenting NPCs for a second to sit down in front of an open
fire and listen to some more stories of old. Without narrative, we
have no reason to play games, defiling NPCs can only be done so much
before they run me out of town, waving pitchforks and screaming
“HEATHEN!”. We rely on stories to bring us back to “reality”
and to show us that really the writing in the previous game was just
a precursor to this.
Alright lads! All together now! |
So next time you feel that a character's progression isn't shifting
in any way, shape or form or advancing the story, just check their
shoulder. You may see yourself wrestling with an ear hair or two.
A special mention goes to my gorgeous Saff. Without her this piece
would have never been written, and I would still be procrastinating
by playing more Red Dead Redemption.... Thank you babe! And thank you
the reader for reading my rambling scrawl that I call journalism