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Roger Ebert has added another entry to his (strange and mostly one-sided) conversation about video games and their potential (or lack thereof) to be "great art."
I'm not going to try to write some kind of response to all of his points - as he himself (finally) admits, the entire "argument" was rather silly, since he had never really played a video game. But I did want to use the end of his article - when he (finally) tried to create a meaningful definition of "great art" - as a starting point in asking why we don't make more of a certain type of game. To quote the article:
I thought about those works of Art that had moved me most deeply. I
found most of them had one thing in common: Through them I was able to
learn more about the experiences, thoughts and feelings of other
people. My empathy was engaged. I could use such lessons to apply to
myself and my relationships with others. They could instruct me about
life, love, disease and death, principles and morality, humor and
tragedy. They might make my life more deep, full and rewarding.
(Emphasis added.)
It would be easy to dismiss Ebert's arguments wholesale - again, he hasn't really played a video game and has admitted that he never should have engaged in this debate. But no matter how generally flawed a person's arguments may be, I always try to look at them in detail and ask: "is there anything I can learn from this?" I think that there is such a takeaway on this specific point of Ebert's... about works of art being more powerful when they can truly communicate a personal nugget of knowledge or experience.
Some people (presumably Ebert) might look at this definition and see this as something that games can't do (or, at least, are ill-equipped to do). Films are an incredibly strong medium for sharing a personal experience - you follow the story of a character onscreen, you become emotionally invested in that character and their fate... you come to understand the position they're in, their challenges, their struggles, as the story unfolds. For some reason one of my favorite films, Before the Devil Knows You're Dead, comes to mind - early on you become very invested in Phillip Seymour Hoffman's character and his search for happiness, and you maintain this investment despite his many character flaws that are later revealed.
A game could tell such a story, but I feel like the (typical AAA big-developer mindset) approach would be clumsy: it would probably be to try to just tell the same story as the film. Frankly I don't think the story of Before the Devil would be helped by being told in cutscenes, using CG characters with mannequine faces, and interrupted by long sequences of the player killing thousands of demons, zombies, aliens, robots, and/or nazis (or perhaps 60-year-old women, if the game tries to stay true to the events of the film). It's this sort of approach that has led Ebert and others to believe that games can never provide a worthwhile experience.
But if we approach the problem differently, it will be clear that putting the player in another person's shoes - and thereby communicating another person's perspective - is something that games are incredibly well-suited for. They actually have a great deal of potential here... potential which is under-explored.
The fact that games can "put a player in another person's shoes" is self-evident to any gamer, of course. I talked above about becoming invested in a character in a film; as anyone who has both played a survival horror game and watched a horror movie knows, the former can be bone-chillingly more frightening than the latter. No matter how invested you are in a character in a film, it will never compare to the investment you have in an avatar of yourself in a game world that you've been playing for hours. When that avatar is literally yourself within that world, when it has become virtually an extension of your body, when you've been carefully trying to protect it from harm for hours - a "jump moment" of an attack on that character becomes infinitely more heart-stopping than a similar moment in a film depicting a beloved character being attacked. Games are about doing and being - there's no doubt that they can firmly plant you in another character's shoes.
But what does this mean? If I play Resident Evil, do I learn about Jill Valentine's perspective on life? In a way, yes - I learn what it's like to be her in a mansion full of zombies and to be constantly scared and threatened... those feelings and emotions are communicated very well. But do I learn everything about her? Do I learn what it's like to be a female law enforcement officer, being discriminated against in a male-centric career?
No... even if those things are hinted at in the story or cutscenes, I don't feel them. Because they're not really part of the game world. Within the rules and mechanics of the game world, it really doesn't even matter that my avatar is female - it has no meaning within the mechanics of the game, and the rules and challenges and situations I'm facing would be the same if I were playing a male character.
So am I saying that Resident Evil sucks because it doesn't put me in touch with my feminine side, and that it should be changed until it could be used as a Workplace Sensitivity Training simulator? No... although now that you mention it, the game might already make a good Human Sensitivity Training simulator for zombies to see what it's like to be a human living in constant fear of the zombie threat! Perhaps if I sat a zombie down, gave it a controller, and had it play Resident Evil, it would have an epiphany for what it's doing to us humans, it would be touched... and its life and behavior would be changed by this experience. (Or maybe it would just drop the controller and shamble towards the nearest brains... which would probably be mine. Never mind, I'll stick to just shooting the zombies.)
Attempts to create such empathy in non-undead recipients, however, have been more successful. In a (very old) "Designer's Notebook" column here on Gamasutra, Ernest Adams noted an epiphany he had while playing Chris Crawford's Balance of Power, and taking the role of the USSR in the game's detailed simulation of Cold War politics:
I normally played Balance of Power from the American perspective.
But one day, I tried playing it from the Russian side. I discovered then
that the game was not symmetric. The Russians had a lot more manpower,
but a lot less money. ...
For the
first time in my life, I got a direct and immediate insight about why
the Russians seemed so paranoid, so confrontational (this was during the
Reagan administration, remember). The hugely powerful United States and
its allies had declared that the entire Soviet way of life was wrong,
and were using their unimaginable wealth to turn the world against them,
hedging them in, denying them their rightful role as a great power in
the community of nations.
It sounds
simple, even silly, in retrospect. But getting a personal understanding
of what the Soviets were up against left me with an odd feeling that lasted
several hours. You can learn a lot by playing the other side.
Making a game is about making a world - definining the rules, and the possible objects and actions (nouns and verbs) within that world. It's also primarily about letting the player do and be (whereas a medium like film focuses on letting the viewer see) - the rules you create in your game, and the actions you provide to the player, define their role in that world.
In other words, we can make games that put the player in a certain world, in a certain role, in a certain situation, and let them experience that. Can you possibly imagine a medium better-suited to "learning about the experiences, thoughts and feelings" of another person, than actually putting yourself in an environment where those experiences can really happen within the game world; and where, filling that role, you can't help but have the same thoughts and feelings about what's happening than that person would?
A recent "art game" that attempts this is Rod Humble's The Marriage. It's a very simple world, and very simple mechanics - which gives it a terrific purity. Aside from coloring the male "character" blue and the female "character" pink, it makes no attempt to evoke its associations through art, animation, or any other shorthand - it depends fully upon its game mechanics to make its point. In other words, it's pure game, and doesn't attempt to lean on any other art form to create its experience.
And what experience is that? A very personal one - Humble is attempting to communicate what it feels like to be in his marriage. Playing it, one gets a sense (again purely from the mechanics) of a balance of egos and "moral superiority" in a personal relationship; and of the balance between focusing on that relationship versus pursuing outside interests. It's hard to communicate in text - again because it's a purely interactive game experience that can't fully be described in words or any other form; it can only be played.
I would call The Marriage a limited success at what it tries to do - I personally found it interesting, and it definitely evoked some associations and emotions regarding what being in a marriage is like. But it feels like, to borrow a metaphor from Kellee Santiago, a painting on a cave wall. Beautiful for what it is, pleasant in its simplicity, but far from the fullest exploration of what the medium is capable of.
But the point is that it tried to do one specific thing: put you in Rod's marriage; and it did this by creating a world, and a role for the player within that world which meant the player was, for all intents and purposes, being Rod within his marriage. Its success at doing this might be limited, but the fact that it succeeds at all has breathtaking implications of what games are capable of evoking, and the experiences that can be communicated with them.
But for all that's worth lauding about it, playing The Marriage doesn't end up being a terribly compelling experience. Will games that attempt to communicate empathy in this way be good, or "fun" games? I think they can be. Balance of Power seems to have succeeded - it's interesting to play the Russians because of the gameplay challenges, and it's a meaningful experience to play a role you'd never thought about before. Far Cry 2 made interesting strides in this direction as well - one feels that the game was built primarily to be a simulation of being a mercenary in Africa, in every way - the decisions you make aren't just "who do I shoot and when?", but "should I go get malaria pills now?" and "do I kill my mercenary friend who's begging to be put out of his misery?"
Perhaps a film version of Before the Devil Knows You're Dead could be made in which you actually play the role of Phillip Seymour Hoffman, living in his world, subject to his pressures... and the game decisions you have to make are the same that his character had to make in the film. (Sid Meier said that a good game is a series of interesting decisions; why can't those decisions be ones that are both interesting mechanically and meaningful in putting you into another character's shoes?)
Will the story that emerges from this be as powerful and meaningful as the story that appeared in the movie? Probably not - the ending may not feel as inevitable, and rather than seeing the very meaningful choices that Hoffman's character made, we'll be making our own choices that may have very different meanings and say very different thing about the character. Dramatically, no, it may not be as satisfying.
But it would be a success in terms of communicating the perspective and experiences of another person, and the choices they have to make. In this area, games are a stronger medium than any ever created. Let's use this potential. I don't know whether it will lead to mainstream culture accepting games as a form of art... but if we can create experiences that are meaningful, that are eye-opening and life-changing, and that change peoples' lives, who really cares?
[Shay Pierce is a game designer and a professional game programmer, whose game design blog can be found at http://DeepPlaid.com/blog.]
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It's said that Samuel Johnson once saw a dancing bear and found that remarkable, but added, "It's not that he dances well, for he does not, but that he dances at all."
The gap between those of us who try to understand games and the Roger Eberts who, while knowledgeable in their own sphere, see gaming only dimly and from afar, is that the Eberts see only the poorness of the performance. Meanwhile we -- like Johnson -- focus on the potential in the expressive power of immersive, character-based games to speak to the human condition, and we wonder that this potential is not obvious to others as well.
Ultimately there is no argument in words anyone can make that will persuade the doubters. As character-based games are developed that merge strong stories with believable worlds and plausible actors and game mechanics that encourage players to explore some of the facets of existence as a human being, the debate over whether or not games can be art will simply end -- because there it will be.
Mechanics can be a great tool, though I submit that it's not so much how you're interacting, but that you are and in what context.
http://www.youtube.com/watch?v=U88sjQv6XtE&feature=related
To me, this is the story of my life! I feel JUST LIKE THIS in my journey to kickstart my small FaceBook game company, specially the moments when you run into unseen snags or are unfairly ambushed by new problems that spring-up inexplicably. This game (i downloaded it because I'm a masochist) has been the only thing that can evoke these emotions. When you see a clear path and have a clear plan and suddenly something happens that lets you know that Baby Jesus must hate you. This that make you utter in frustration "But I worked so hard! This is TOTALLY unfair! THIS is some serious BULLSHIT!" Welcome to the Desert of the Real.
I think there are two alternative ways to elicit empathy. One is to either have the player play as the "other side" of a very real world situation, in which the history of relations between the protagonist and antagonist is well-established. To use your example: Chris Crawford's Balance of Power. When an American plays as the Russians, he is going to have an extremely acute perception of how the actions of the americans affect the russians, because he is, American. Another example would be Super Columbine Massacre RPG. For me, the same effect is had when I played as the two troubled teenagers, seeing the world through their eyes, yet still I am playing as myself.
The other way, again to use an example from the article, is exemplified in Rod Humble's the Marriage. The player is constantly aware the he is playing as himself (if the player is male). Therefore, he is aware that it is [i] his [/i] actions that are having an effect on the pink square (or, the wife). Because the dynamics of the relationship becomes obvious after a playthrough, the player is able to become aware of how his actions in the game effected others.
So I think, the lesson to take away here is to let the player play as themselves, and then let them focus on how their actions affect others in the gameplay environment. This way you are able to make the game relevant to more than those who can easily immerse themselves in another person's life.
How many paintings, installations, sculptures, movies can you say truly have the viewer empathizing? If you can name a few then can you say that all viewers will feel that way?
That is what makes art, art. Not everyone is going to get what is intended from the piece. Art can be topical, social, personal... and only relevant to those who let themselves get immersed in a piece of art. In order for everyone to get the same feeling from a piece of art they would all have to have gone through the same life lessons, learned the same things, seen the same things to even come close to getting the same exact thing from the piece.
5 games moved me and provoked thought within me....
Planescape Torment (1999): You play the Nameless One, an immortal man who wakes up without any knowledge of who he is or what he has done. An RPG where You are able to make good, neutral or evil choices as you find out about the past incarnations of yourself. The ending had me moved to tears... the philosophical debates had me looking at life differently. Not everyone will get anything more out of the game than it being a great RPG... but a lot I have talked to came away from the game being deeply effected in one way or another.
There are a few others in the industry who see Planescape as Art. A newsweek article that came out in January of 2000 talks about it being ground breaking for video games as art. It was even used in a thesis paper on Video Games as an Art medium.
Grim Fandango (1998): Beautiful in every regard. One of Tim Schafer's masterpieces. The whole experience up to the end was very moving. I felt for Manny and Meche, empathized with them and didn't want them to go away which is perhaps why the ending scene brought me to tears.
The Longest Journey (1999): The story just blew me away with it's rich dialogue and plot. It was easy to empathize with April and her companion Crow. It was like playing a great novel.
Braid (2008): What is great about Braid is that it is open to interpretation. As with any great art each viewer gets something different from it. Sure Braid had innovation, great gameplay, etc.... but what really moved me was the story. Is it a game about wanting to rewind time because you made a big mistake in a relationship? Is it a story about stalking? Or is it about redemption? It resonated with me since I have made quite a few mistakes in my life that I would like to rewind and try again.... but in the end it would have made no difference.
Deadly Premonition (2010): Get past the clunky gameplay and you will find the story and characters are compelling. It may be an homage to Twin Peaks (characters and location), but the story is unique and very intriguing. I walked away from the game feeling a different number of emotions that are hard to express.
The common thread is that each game is open to interpretation. Where you see that The Marriage is primitive and has limited success I don't. And that is more about our experiences and where we are at as individuals. We all have our own interpretations of what art is. To me The Marriage is very successful in what it conveys. It is abstract art, it shows how he felt in his marriage. Completely dominated and alienated. That is just one interpretation. I take issue with the criticism of the game as being primitive in it's art style since that is the same dismissive attitude towards abstract/modern art. Granted the masses would agree... and at one point I was among them... until I got a greater understanding of what abstract/modern art was doing. Unfortunately that makes Abstract/Modern art sound snobbish and also means you have to have a background in the medium in order to immerse yourself in a piece.
I look at it as Movies I saw when I was younger that I can now view and have a completely different way of looking at them. West Side Story is a great example. As a young boy I saw it as why gangs are bad.... years later I saw it in a completely different light. I never realized all the symbolism used in the movie to convey emotion and to invoke empathy in the viewer. But once again it took learning what to look for and that those symbols were present before I could truly appreciate the movie for what it is, a great masterpiece.
I think one of the biggest problems in the game industry is that the main focus is on Blockbusters. Mass Effect, God of War, Modern Warfare, Assassins Creed, etc. They all feel like big blockbuster movies. You walk away from them feeling entertained, but you don't feel like you have learned anything..... except in Assassins Creed where you learn about History (to an extent). Although Mass Effect does give you the black, white and grey choices I still feel it's not what I would classify as Art.
As is the case for Big Hollywood movies... you rarely see one that can be considered Art. It's usually the independents that end up being classified as Art. That is more about wanting to make a profit than make an actual statement or convey something, thus it is the same way for video games.
I guess the main point I want to make is that there have been games made that can be seen as art already, games that have you feeling empathy for the characters that don't require you to have had the same experiences as them. The only game I mentioned that is classified as an Art game is Braid, but I would argue that the others I mentioned are Video Games Citizen Kane, their Rebels without a Cause or their Let The Right One In or even their City of Lost Children.
here is a great link for what some consider to be Art Games, most done within the last couple of years:
http://en.wikipedia.org/wiki/Art_game
Also, the medium of Video Games does not have its Citizen Kane. If it did, this article and the many others like it would never have been written.
Also, the video game industry is an -industry-. And, like all other industries, it concerns itself with the production of an economic (not artistic) good, hence the focus on blockbusters. Desiring anything different from any industry and you are just deluding yourself.
Not all messages must be political like MGS's are. One of my favourite films, Before Sunset, is just a series of conversations between two people walking around Paris for an afternoon. It doesn't have anything to say about politics, but it has a ton to say about how the characters feel about their jobs, their relationships, their pasts, their dreams, etc. But it says those things because the film-makers clearly wanted the film to express ideas, which is something that games are sadly lacking in.
The other problem, and one that's harder to overcome, is the idea that the main character in a game is supposed to represent the player. This makes it extremely difficult to create empathy because empathy exists between *different* people while most players seem to play games in a manner which makes the main character *the same* person as they are.
I released a game on the XBox Live Indie Games channel a while back that was inspired by Mr. Humble's The Marriage, called Time Flows, But Does Not Return. The game was intended entirely as a means to express a particular emotional state that I felt at the time I created it. And yet, in virtually all of the communication I received about the game (both positive and negative) people played it and interpreted it as a game about *them*. This was despite the fact that I very clearly explained how the game was about myself in the notes that accompanied the game.
I think one thing that we need to do if we want players to feel empathy (and ideally sympathy) for our characters is to find ways to make sure they understand that they are *not* the main character; that they're experiencing someone else's feelings and actions, not some sort of distillation of their own.
What you ask is fundamentally impossible. Which is why I wrote my first response to the thread. Every decision you make, both consciously and intuitively, is based off of years of accumulated experience which is specific to you, and only you. Therefore your decisions will make total sense only to you. You know of no existence outside your own experience. Hence the existential phrase: Existence precedes essence. It is impossible to "be" someone else, no matter how much back-story information you may have, therefore it is impossible to act and make decisions as someone else, or to even completely understand their thoughts/feelings/actions. Again, this is why I attempted to show that in all of the examples Shay used, the player is not playing as "someone else" but as themselves in a unique context.
I think this is what Shay's Resident Evil reference lacks. While you can understand what the character should be feeling in the situation (i.e. fear), if you are immersed in that situation then that fear is happening to you, except you know you're playing a videogame so it's unlikely to be as scary. In order for you to feel empathy, you need to constantly be under the impression that the main character is someone else, separate and distinct from you, the player.
It does depends on how much control you have over the character of cause. A common trait of recent Final Fantasy games is that you don't have much control over the character regarding interpersonal relationships, but control the combat (and ability development, equipment, all directly related to combat) instead. By doing this, they force you to experience said person's feelings and actions, at least as much as that of conventional literature/animation.
A very brilliant example of using a gameplay mechanic as a canvas to illustrate a scenario: The ending of Final Fantasy 7: Crisis Core. Sure, you are still fighting the minions as per normal, but it intermittently segues into the character's thoughts, which you have no control off. It's even more emphatic when you consider the situation: your character is essentially fighting to his death, his memories flashing by. Very few literature or animation showcase such an event to the extent which is done here.
Yes, in that case, you are 100% correct. Which is why my sentences began with phrases like, "every decision you make...", and "Therefore your decisions...". I was assuming that in the game, the player was supposed to make decisions as a character. It is true that robbing someone of the decision making process gets rid of this issue entirely.
That being said, if you do rob the player of the decision making process for the purpose of constructing a linear narrative, then why not just make a movie? Even Heavy Rain allows the player a choice in narrative structure. Film is tailor fit to convey a linear narrative, while the medium of the video game is not. To be honest though, I'm not quite sure what you mean by your second paragraph. There is a great little lecture by Jon Blow on the subject of linear narrative in games that you should listen to if you haven't already: http://braid-game.com/news/?p=385
Because interaction can itself be used to diversify the medium, even if it is not directly associated with player control.
Several ways in which player control can be used to diversify the medium, without affecting your intended results:
1) Outsider interaction: You see the story from a 3rd person point of view, your character isn't directly important to the plot.
2) Separate interaction: You control certain parts of the character only.
3) World View: The story is not about a person, it is about a place or event. You can decide which part you wish to experience.
4) Separate visualization mechanic: You don't view or control the narrative directly; What output you get is changed into a game-play mechanic.
4a) Combined visualization mechanic: You can experience several different forms of output at once without requiring more than one medium.
5) Chronological/Spatial Control: You can see how time and/or space plays a factor in the story by manipulating time/space vectors. You can manipulate time/space such that it doesn't proceed on a conventional linear start-to-end fashion.
6) Build-up to finale: You can experience every factor required to reach the resultant conclusion. You are required to progress each portion successfully, to see how each small event is linked to reach the finale.
7) Alternative interpretation: You can change various vectors so see how a story would, and would not, change.
Granted not all of these are game-specific and can be done on other mediums. But just as some of them work better on film or on paper, some of them also work better with a controlled visual/audio medium. Having said that, I'll check that lecture out when I've the time.
Just an off-note: I am assuming you haven't played Final Fantasy 7: Crisis Core if you didn't understand what I'm saying on the second paragraph, which would make it hard to explain, since it is mechanic-tied.
I think that games follow the decntralization concept of empathy, though. Unlike linear stories, games allow flexibility, even demand it, so each player's experiences often vary (and so does the achievement of empathy, or lack thereof, from one player to the next). Perhaps the closest entertainment medium to games would be live performance such as theatre or ballet where audiences may experience very different feelings from one performance to the next due to variances of live performance. Certain other areas may also show this trend such as magic shows or circuses.
Still, even following this idea for linear mediums such as film does not automatically mean anything. Ebert and others may feel empathy for characters in certain films or other media and think that this means they are great works of art, but that doesn't mean that other critics, scholars, or the general population would feel any such empathy and thus many people may disagree with those who are touched by a specific work.
This also relates to specific mechanics or elements such as CG cut scenes or even specific art styles and presentation methods. Some people think that certain game elements detract from the experience (e.g. CG cut scenes) whereas others may feel exactly the opposite (myself, for CG cut scenes, anyway). The same observation applies for Japanese genres such as those I mentioned at the outset. Many people in the English market reject such genres just as Japanese manga and anime were generally rejected when they were first offered to the English market.
We have a different (and I think better) toolset for creating a feeling of connection within our medium. The more games that stop trying to be movies and just try to be games, the better.
Thanks for the great response!
Your list of mechanics does bring up a great point, however, this brings me back to the notion that a game outlined as such tests an individual's ability to immerse oneself in the given world, which is an extremely dependent variable. Thus, those games will only ever reach a niche audience. Why?
First, immersion is defined as learning through all three modalities (methods) of learning, which are 1.feeling, 2.thinking, and 3. acting or experiencing. If even one of these modalities is ignored, the quality of learning decreases. Also, there are three sources of learning, which are 1. Self, 2. Others, and 3.Nature. Again, if one of these are left out, then immersion becomes harder, especially when self-motivated. An easy example of immersion when learning in the real world is when someone wants to learn another language, it is a good idea to travel to a country which speaks that language. Thus, he will become immersed in that language.
Now, Lets look at the first four points you mentioned (1-4a). Each point claims that it is something that a video game might contribute to a linear narrative structure. This is true. However, each point requires a removal of a degree of control from the player. This means that, when considering immersion, point 3 (acting and experience) on the modality side, and point 1 (Self) on the sources of learning side are lessened with every addition of points one through 4. Therefore, while your first four points may contribute to the linear structure, they make it harder and harder for the player to immerse him/herself, which is much easier for some than others.
As for points 5-7, while I personally really enjoy the addition these can have to a story, they each require much more additional time than a normal linear narrative might allow. This results in the generally long length of games who make use of these mechanics. However, this creates an opportunity cost. By lengthening a game to such an extent you are asking the player to invest a great deal of time in the experience. This fact alone makes the game difficult to play for many. When you consider the fact that the game already requires the player to make an effort to immerse himself in the constructed world, a chasm is created between the player and the end aesthetic experience which many just can't stomach. It is a barrier to entry.
I am not trying to say that linear narrative is impossible, just that it is not the strength of the medium. While it can be done, I think it is best implemented in a more secondary role. Likewise, while linear narrative is the strength of film, a mild form of immersion can be implemented to great success in the medium. Just look at Avatar.
I think one possible answer is "we're scaling in the wrong directions." We're still using a product marketing strategy grounded in Hollywood blockbuster techniques - target the easiest, most predictable and ready-made audience available(teenagers), build a huge advertising campaign to generate hype, and then make most of the sales within days or weeks of launch. Thus we end up with a product development model that dumps all of our available resources into manufacturing teenage power fantasies at the highest budgets the marketplace can allow.
The overt narrative aspects, I think, are just a byproduct of our using high concept descriptions(another Hollywood import) to drive all of our design. When original concepts are mired solely in character-driven "be a hero, fight bad guys, save the princess, conquer the world" affairs, we blind ourselves to all of the other possibilities that come up during the development process. They shut down engaging ideas that might be suggested by assets or prototype gameplay and guide us instead towards heavily scripted, cutscene-driven work with the same tired, conventional elements.
You cannot easily describe games that are truly design-driven(e.g. Tetris, or for a more recent example, Auditorium), because the description is embedded in the mechanics. That is at the heart of what's making games non-empathetic. They are at their most creative if they're expanding our vocabulary, and that makes them hard to send into a "manufacturing" type of process.
Sometimes you have to take away some control.
Actually, that's not true, in ALL instances you have to take away some control; It's part of the whole point of games. Games are defined by their rules, so games are defined by their removal of control. A fully rule-less environment is not a game. Yet games are also defined by their freedom of interaction (usually). It depends on which point of view you take it from.
1) If taken from the point of view of the real world, games are about limiting and controlling the audience.
2) If taken from the point of view of a virtual world, games about giving access and opening control to the audience.
So games are essentially the middle of both worlds.
Having taken the first view, one can see why limiting the player interaction is a valid choice in building a game. Games are more than just how one view a virtual world, it is also how one views the real world. It is not just a story of what we create, but also what we change to form our creation.
It is not just immersion we seek to create, but a diversion from what we seek to alter.
I think it would be hard for us to carry on this conversation considering we have very different definitions of what a rule in a game is. I believe that when you are defining a game's rules you are defining the parameters of the play-space, which is fundamentally different from defining them as "removing an element of control." There is an ever so subtle, but ever so important difference between the two. Consequently, I think this difference has manifested itself in both of our ideologies, so obviously we are going to have a disagreement here. I also don't think we could easily change each other's minds, considering we also seem to have vastly different ideas about how the human being navigates through the real world as well, and of how this relates to "rules" and "parameters".
It seems there is only one way to solve this dilemma: to make games!
Thank you for the invigorating discussion sir! It was wonderful.
I feel like a few of the comments miss a major point, citing the ways they've become deeply invested in characters in games, when they're talking about "third party" characters that are mostly characterized and shown in the cutscenes. I'm not denying that this empathy was real and worthwhile, but it's not what I'm talking about at all; I think that games are capable of communicating empathy in a much more real and personal way.
Michael Curtiss had some good comments above, but I feel like he missed the point while talking about "asking the player to immerse him/herself into the role of the protagonist", etc. I'm not talking about saying "Okay this is Superman 64, you need to act like Superman. Oh you want to shoot your eye lasers at those innocent people? Too bad, Superman doesn't do that so we're not going to let you" - in other words, requiring them to roleplay, and punishing them if they don't do so. Instead I'm saying: yes, let the player fully occupy a certain role within the game world, such as the USSR in Balance of Power, or the male partner in The Marriage, or a mercenary in Africa in FC2. Let them do whatever they want within that role. But if the simulation is correct, they will inevitably find themselves behaving in certain ways because of the nature of the simulation and their role in it. As the USSR, I'll behave in a paranoid way because it's the only effective way to play; in The Marriage, I'll maintain a balance between quality time with my wife and outside interests, because it's the only way to keep from losing; in FC2, I'll rescue my buddy because that buddy saved me earlier and I want them around to save me again.
This isn't forcing the player to roleplay; it's just asking them to engage in gameplay, nothing more. What they learn from that gameplay emerges naturally and inevitably.
It's as close as you can come to actually putting a person in someone else's shoes - what better tool for creating empathy can you imagine?
Perhaps you have never played Planescape Torment, never even heard of it. That is ok. I am not alone in my assertion that It is a game that should be considered Art and an important game as well.
Read what the Developer says about Real Art and Video Games in his Designer Notes (scroll down to this header)
Scott Warner (Planescape: Torment) Designer Notes
http://rpgvaultarchive.ign.com/archive/arc105.shtml
Read a review on the game: http://www.mobygames.com/game/windows/planescape-torment/reviews/reviewerId,8467
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Pretty much do a search on Planescape Torment and you will find an overwhelming amount of people equating the game to Art.
If there is one thing I want to stress it is that just because someone says there isn't a game out there that has the player empathizing, feeling something and learning, does not make it so. You can say Planescape is a niche game (RPG) which is fine. You can also say that Assemblage, Performance, Sculpture, Post Modern, Pop Art, etc are all niche as well. It does not change the fact that they are still considered art.
Need more convincing? The game answers the philosophical question "What can change the nature of man?" Your journey through the game answers that question.
It puzzles me how you can mention that video games do not have it's Citizen Kane and then proceed to tell me that I am deluding myself for desiring anything artistic from an Industry when Citizen Kane is the product of an Industry (Movie Industry). Everything is the product of an Industry. Music, Movies even Art itself.
Ah, I now realize that we are proponents of the same concept, namely, letting the player fully occupy the game world. Whereas you argue for what to do after attaining this state to elicit empathy, I was arguing specifically for why the player does need to fully occupy the game world (hence, stuff about immersion).
I guess I should rephrase the second paragraph of my first post to "If you want to use the methods as described above, remember that..."(or something of that nature).
@ Len
I never said that any of the games you mentioned were not art. I never said video games could not be art. I never said there weren't any games that evoked empathy from the player. Yes, I did imply that Planescape is a niche game. Still, I did not say that it was not art, nor did I imply so.
We have yet to have a game do for the medium what Citizen Kane did for Movies. Citizen Kane answered several outstanding questions about technique, most notably in the area of cinematography and storytelling. It was (is) a filmmaker's film. It defined the tools that hordes of film-makers afterward would use. The point I was trying to make is: Shay has developed a theorem about eliciting empathy from the player. If video games had a Citizen Kane, this "tool" would already have been defined, and Shay would not have needed to write this article, he could just point to it.
As for the stuff about industry, the point I was trying to make was that money comes first, everything else (including art) comes second. Again, I never said that art could not come from an industry, just it is not an industry's primary concern (hence the focus on block-busters). And I think there are quite a few independent developers/filmmakers/artists/writers/etc. who would argue your point that everything is a product of an industry, though I personally do agree that a whole lot is, which is a problem (see Jeff Koons and Damien Hirst).
To fully occupy the game world is a little but more complex than that. And I disagree that it is a relevant factor either; barring failure of suspension of disbelief, one should assume that the player occupies the game world. Granted, steps can be taken to make the game more accessible, and hence easier to immerse in, but it's the equivalent to putting an artwork in a museum with proper lighing: the artwork itself isn't changed.
And besides, for most conventional games one has to get the player to be absorbed into the game regardless. it does not matter whether you are trying to make a random blockbuster or trying to convey a message, a player who is not immersed would get distracted, and then fail to experience the game in it's entirety.
(correct me if I'm wrong on what you mean by immersion)
@ Shay Pierce
I would disagree that putting a person in someone's shoes is the best tool for creating empathy, though it is a useful tool. The main problem is the suspension of disbelief; there are just so many possible options a player can decide, all of which depends on the value the player places on various factors. Because we cannot control these values to any reasonable extent, a direct open implementation is bound to break suspension of disbelief.
However, what can be successfully done is something similar: instead of putting a person in someone's shoes, make them "live" with said someone. Imagine being stuck in someone's mind, seeing what they see, questioning what they think, and getting an answer for all that. Granted in most games, the player character's thoughts essentially boils down to "when all I have is a hammer", an end result of having only one solution for every possible dilemma. But this does not have to be the case.
I'll just take one of your examples and turn it on it's head.
"As the USSR, I'll behave in a paranoid way because it's the only effective way to play"
This is what you assume. What if the player is not seeking to win the war, but to find peace? Herein lies a conflict of values; The USSR has a lot of pride and it has to answer to their public. The player does not necessarily have the same values. Because of this, your simulation would fail regardless of what you do.
This argument seems... obviously flawed. When a player plays a game, they agree to an unspoken contract of assumptions, one of them being that they will attempt to achieve the goal of the game. We recognize that everything we do within the game exists within a "golden circle" that is its own separate reality; we don't have to bring our real-world values into it. If this weren't true, no one but murderers would play Grand Theft Auto games, and people who disagreed with the idea of a capitalist system or monopolies with them would either refuse to play Monopoly or play it very badly. If I played Balance of Power and ignored the goal of winning the Cold War, I would lose and not have fun. Of course players have the choice to do this, and some do, but most don't... they want to play the game.
Perhaps what you're misunderstanding is what I'm trying to do. I'm not suggesting we put the player in front of the game board and say "Okay, you're the USSR, so you need to act like the USSR", and then expecting them to. Instead I'm saying: create a game simulation in which the only way to win is to choose to make decisions in the same way that the USSR did.
This is the power of games: the player accepts that they must pursue a certain goal; and within the world of the game, they may generate entirely new values and behaviors that are optimal for achieving that goal. Ultimately they must adopt a specific decision-making strategy; which sounds to me a lot like adopting a philosophy.
Also: not sure how to feel that I've not only sparked the 420,247th conversation about "are games art?", but the 28,278th conversation about "What is the Citizen Kane of games?" Perhaps we could find something more original to debate, like "What is the Super Mario Bros. of movies?" The answer is, of course, Breakin' 2: Electric Boogaloo.
It is true that everything exists within the "golden circle", however, the issue is how to get the players into the golden circle we want, and how to keep them there. It is similar to one of the situations in HL2: If we allow the players the freedom to proceed at their own pace, the action-minded may miss out important information on how to use the rockets. One might be tempted to assume that the player would know the value of listening to that information, but unless the player is restrained, they may just follow their own values of "loot everything, then blow stuff up", thereby missing said important details in their kleptomaniac spree, and afterwords wondering who made such a broken, unwinnable scenario.
On a side note, although I'm not entirely sure of how you plan to implement such a system, it does sound like it as a significant flaw: that there is a distinct lack of choice in the matter. Granted, technically there is a choice, but the other choice lead to losing, but if you were to implement that, it may appear to be rather forced unless done well.