Hiển thị các bài đăng có nhãn Metal Gear Solid. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn Metal Gear Solid. Hiển thị tất cả bài đăng

Games of 2013: Part Four

[Part One] [Part Two] [Part Three] [Part Four]

Spelunky (Mossmouth)
Spelunky just made it onto my list last year. More out of respect than anything, I guess, looking back now. Kind of like my first dabbling with Dark Souls, I don’t think I really truly appreciated Spelunky back when it came out on Xbox Live. I’d learned to appreciate it as a slapstick comedy because that is all I was capable of appreciating it as.
This year, however, when the game made its way to PSN and Windows, I picked it up to play on Vita. It seemed like a perfect portable title to play a little bit here and there. I found myself playing it a bit every night before sleeping, getting better and better at it. Soon, I had surpassed my ability (and score) from the time spent sitting in front of my Xbox.
Significantly, I also started watching livestreams of PC players completing the daily challenge (most notably Jason Killingsworth), and learned all kinds of tricks and secrets I had no knowledge of (Black Markets, Temples, Cities of Gold, Bosses). I learned tricks like how to kill shopkeepers without committing suicide and how to aim bomb throws. Much as with Dark Souls, I felt like I finally got it
600 deaths later and I’m still going. Thanks to Sony’s Crossplay, I am playing both on my Vita here-and-there, and again on the big screen through my PS3. I’ve ‘finished’ the game the ‘easy’ way several times, and gotten to Hell several more. I’ve even reached Yama, the final boss at the end of Hell once, but died before I could defeat him. My relationship with Spelunky in 2013 has been nothing like it was in 2012. I feel like I am actually getting somewhere. I feel like, miraculously, like I have learned a whole lot, like I am still learning. 
Douglas Wilson’s breakdown of Bananasaurus Rex’s Eggplant Run is a great piece of games writing from this year I heartily recommend. Joel McPherson made a fascinating bot that records animated gifs of people's deaths and uploads them to tumblr. 

Final Fantasy XII (Square)
Final Fantasy XII is another game I played on release that I’d been feeling the desire to return to for quite some time now. When it was new, it was the first Final Fantasy since I entered the series at VII that I did not play to completion. I gave up because the story made no sense to me. The story made no sense to me not because it was poorly told, but because the game gives you so much other stuff to do that it is so easy to lose track of the intricacies of which made-up pseudo-European-sounding King is from which kingdom. I enjoyed both the story and the stuff, but the two together were incompatible, so I gave up. 
I returned to FFXII not to find out what happens in the story but because I had this striking memory of all that stuff, all the ‘gamey bits’ being incredibly weird. When FFXII came out in 2006, MMORPGs were all the rage and looked, for a time, like the dominant way forward for RPGs generally. This lead to FFXII functioning as a kind of single-player MMORPG. You have guilds and a gazillion sidequests and this kind of battle system that isn’t separate from the world you walk around in. You have all this stuff to do, as though Square were trying to get a monthly subscription fee out of you. Also Final Fantasy XI was an MMO, so I imagine a whole heap of design ideas were carried over from one to the other.
Returning to it now, I find the transparency of FFXII’s design history fascinating. On one layer there is that MMORPG-inspired design, but there is also the clear fingerprints of Yasumi Matsuno threaded throughout the game’s design. Most explicit are the game’s connections to Final Fantasy: Tactics (another of Matsuno’s games) through the use of the same world and species. But there are also connections to Matsuno’s previous work Vagrant Story in both the kind-of-real-time-but-not battle system and the game’s broader visual aesthetics. Most explicitly, the downplayed aura of light when casting magic spells as opposed to the spectacle of other Final Fantasys strikes me as a very personal flourish of Mitsuno’s. 
But also fascinating in the transparent design is everything that went wrong. Matsuno stepped down from his leading role before FFXII was finished, and Square apparently made all sorts of changes that he wasn’t happy with. The license board was something he apparently loathed to see implemented, and it feels bluntly jammed on. More visibly, Balthier is clearly intended as the protagonist before Square decided the game needed a preppy young anime boy for the marketing. The way Vaan seems so hastily jammed into the plot is fascinating. There are several cut-scenes where, in the background, Balthier refers to himself as the leading man. 
Beyond all that, I found the game sincerely enjoyable. The fluidity of the real-time-but-turn-based combat is excellent, effortlessly combining the strategy and mediation of turn-based combat with the stronger rhythms and engagement of real-time. It feels like the developers marched into the cobweb-filled attic of the series’ Active Time Battle and threw out everything that didn’t need to be there. What could be automated is now automated; what needs to be manually controlled can still be. Fighting in FFXII feels like walking in Dear Esther and makes fighting in previous games feel like walking in QWOP. It’s an act of design minimalism pulled off with great elegance. 
Most ingenious of all are the gambits, something I’ve come to appreciate over time, having played too many games with terrible AI-controlled companions. Gambits are a basic programming language used to script your companions. This allows companions to be, at once, automated but also doing what you want them to do. Why click ‘cure’ every time your health gets below 50% when you can just program a companion to heal you if your health goes below 50%? Further, not all gambit conditions are available from the start, but must be bought from Gambit Stores, adding a new level of upgrading. Essentially, gambits allow NPC behaviour to be incorporated into the personalised sense of character building. It feels natural, both streamlined and meaningful. 
I still haven’t finished FFXII—I haven’t even gotten as far as I did when I last played. But by trying to care less about the story that I will inevitably lose track of anyway and more about the design and the systems, I’ve learned to appreciate it on a far deeper level than previously.

Metal Gear Solid 3: Snake Eater (Konami)
First, an explanation for why I have not yet played Metal Gear Solid 3. I missed a whole heap of the glorious Playstation 2 games that came out in 2004 and 2005. Ironically, perhaps, this is because I lived in Japan for all of 2004, and had no access to my game consoles. When I returned to Australia in 2005, I moved out of home and started university, becoming incredibly poor in both time and money. Several years later, my brother gave me a copy of Metal Gear Solid for my birthday, but it was too late. Console generations and game design had moved on and I really struggled to play this strange relic that seemed to age so quickly. So, despite someone who considers himself quite learned in the Metal Gear Solid series, Metal Gear Solid 3 remained a conspicuous hole in my knowledge.
Which, now that I have played it through, I’m amazed I ever allowed that to happen. Metal Gear Solid 3 is, with no mistake, the best realised game in the series. It is the most Metal Gear Solidest of the Metal Gear Solids. It is, on the one hand, the most solid stealth game in the series, with long uninterrupted segments that allow an objective to be approached from a variety of directions and approaches. On the other hand, it is Hideo Kojima at his most self-indulgent and absurd, and simultaneously his most confident and experimental. Entire boss battles can be avoided by shooting a dude in the distance or, simply, not playing the game for a few days. Magic realism emerges far more explicitly than other games in the series as a scar transforms into a snake and slithers off a woman’s body. At one point, Snake dies and travels to the afterworld where he is haunted by every human and animal the player has killed over the course of the game.
It was wonderful, utterly wonderful. I think my favourite thing about Metal Gear Solid 3, and the Metal Gear Solids generally, is that they exist. I want more self-indulgent games by auteurs that don’t know how to edit themselves. It would be a welcomed respite from the waves of utterly depersonalised paint-by-numbers blockbuster games devoid of any personality. When I play Metal Gear Solid 3, I can tell a human being made this game.
I had not played a Metal Gear Solid for quite some time when I played Metal Gear Solid. 3, so I readied myself to approach it a certain way. I readied my body for an experience that was going to be as much about watching cut-scenes and listening to dialogue as it would be moving through environments and menus. I approached Metal Gear Solid 3 on its own terms, and I loved every minute of it.

UN EP (Ian Snyder)
Music and videogames have a long, intimate relationship, as musician/games critic Kirk Hamilton and musician/game designer David Kanaga have both pointed out. The short version: it’s no coincidence that we talk about both music and games as things that are ‘played’. The past few years have seen no shortage of music-based games—not least of all Proteus, created by Kanaga and Ed Key, where the soundscape and the landscape are symbiotically connected. It’s a space ripe with experimentation as developers pick apartand stitch together the feel of games and the rhythm of music. 
One music game from this year that has passed with tragically little fanfare is Ian Snyder’s UN EP. Created as part of Unwinnable’s “Playable” series that teams up developers with writers to create games and writing about said games side-by-side, UN EP is somewhere between a child’s toy and a musician’s scrapbook. Various ‘worlds’ offer unique combinations of visuals and audio, tied to the click or movement of the mouse. There are no goals; there is no ‘point’ beyond the simple pleasure of playing with the game to make wonderful sounds and sights splash before your ears and eyes. But the experience is magical and memorable, and I find myself returning to each of UN EP’s worlds again and again just to touch them, just to hear them.

Katamari Damacy & We Love Katamari (Namco)
Keita Takahashi’s Katamari games suffered the same fate as Metal Gear Solid 3: lost to that same Playstation 2 Golden Age in which I was not buying new games. I discovered a digital copy of Katamari Damacy hiding on the US PSN store and, finally, picked it up. And, man, what an utterly wonderful and delightful game. There’s this sincerity to the game, a full-heartedness, a happiness, and a vibrancy. It’s the kind of game you get when the person making them is more interested in being an artists or a designer than in Making Games™. It is not just a “whacky Japanese game” (indeed, no game really is), but is an incredibly clever and self-aware game that David Surman has aligned with the superflat aesthetic of Takahashi Murakami
At the core of each game is that pleasure of getting larger without ever really noticing when exactly you got larger. You go from rolling around a tabletop, bumping into dominoes, to being just large enough to realise that shape looming over you is a sleeping man’s head. Eventually, you are picking up the man and the entire house. You roll around a city, then you pick up the skyscrapers, then you pick up the continent. It is a simple pleasure of shifting dimensions that never gets old.
It’s an ever fluctuating relationship with objects (something Darius Kazemi explores with a great essay). Everyday objects are replicated and distributed across areas they never should be, like Andy Warhol putting soup cans in an art gallery. There’s something calming about all these objects—mundane and mythical, everyday and ecentric—just waiting to be collected, and something even more calming about the bubblewrap-popping sound as you roll each one up.
The vibrant pop aesthetic is crucial to the game’s success, from the bright colours to the campy and teeny attitude of the King to the lively renditions and remixes of the music. Then there is the self-aware sequel, We Love Katamari, that mirrors Takahashi’s own surprise at the success of the original. He made a sequel because people loved the original; the game’s plot is that the King sends the Prince to roll up more Katamari’s because people loved the first game. But this isn’t some overly serious meta-commentary. It’s just flat is-what-it-is sincerity, and it’s lovely. Everything about these games is lovely.

Max Payne 3 (Rockstar)
I’ve come to realise this year, above all else, that I value a game with a clear and consistent aesthetic direction. I care less about what a game is trying to do, and much more about how well it is doing what it is trying to do. It could be trying to make some insightful social commentary, or just be a good action game, or just be a bit of a time waster, but if it does that well, then I really appreciate it. So games where the music, characters, gameplay, user interface, menu colours, sounds, HUD design, every all seem to contribute and reinforce a central aesthetic tone. It’s why Killzone: Mercenary is on this list. It’s why I really love Spec Ops: The Line and The Last of Us. Bulletstorm but not Bioshock: Infinite. Splinter Cell: Conviction with its black/white/red HUD and seeping aesthetic of a broken man, but not Splinter Cell: Blacklist with its HUD of full-colour Playstation buttons and loadouts and Conviction hangovers that seem to have nothing to do with what Blacklist is going for. I am far more interested in the overall tone of a game, how all the bits fit together, than in simply how the ‘core’ game functions.
I realised this when I fell in love with Max Payne 3. It’s not that the story is particularly deep or intelligent, but that the game knows exactly what it wants to be, and it does everything it can to be that. From the drone of Health’s magnificent soundtrack, to the way Max holds his weapons, to the gritty and pointless mundanity of his plight. It’s almost restrained in its commitment to be what it wants to be. 
Most of all, I love the pacing. That slow, snowball build across the levels to the final, almost-but-not-quite redemptive stage in the airport where Max just walks in the front door, knowing full well what he is doing for once. This magnificent pacing is in the little things. It’s in the way Max will walk a few steps automatically after a cut-scene instead of fading to black, stitching cut-scene and action together instead of jarring them apart. It’s in Max’s slowly changing appearance and the constant drone of the music. It’s that slow build across all the levels up to the final moment of the penultimate level where Max kicks a locked door and literally howls “Fuck” before marching into the airport. It’s not until the game’s closing scenes, where Max picks up a grenade launcher and chases a airplane with a car that the game finally lets itself run free from its own constraints. But even then, it doesn’t feel like a lack of self-control but more like a final flourish, like an encore. Like a celebration of itself. Like the developers knew they’d done something magnificent and wanted to let their hair down to celebrate.

I loved it. It’s just such an incredibly well put-together game that tries to do something and just does it. This isn’t a ranked list, but I think Max Payne 3 is my favourite game that I played in 2013. 

[Part One] [Part Two] [Part Three] [Part Four]

Frayed Narratives, Closed Games: Understanding My Allergy To BioWare Games


I do not enjoy many BioWare games. There I finally said it. Baldur’s Gate overwhelmed me; I gave up on Knights of the Old Republic; I could not stand Dragon Age: Origins. I did enjoy the story and style of Mass Effect a lot, but it took months of apathy towards the gameplay before it obtained the dubious title of being the only BioWare title I have ever completed. I am currently halfway through Mass Effect 2, but the disc has not been placed in my 360 for over a month now. I just do not feel the need to complete BioWare games. There is something about them that just makes the overall experience meaningless to me.
This has always bothered me as I do not think BioWare make bad games. Many would argue, and I would have trouble disagreeing, that they are among the best world-builders (in the fiction sense, not the polygon sense) in the industry. They form worlds rich with details, bureaucracies, and consequences that make other game-worlds look like flat, cardboard cut-outs. Games like Dragon Age have an unprecedented amount of recorded dialogue so that the player’s actions can affect the story, world, and characters in meaningful, persistent ways. These games integrate story and game so tightly that the two can’t be separated. These should be the games that justify my belief that games can tell good stories in ways pre-existing mediums never could. Yet I do not enjoy them.
Meanwhile, I thoroughly enjoy games such as Red Dead Redemption, Fallout 3, and Halo 3: ODST that give me some arbitrary amount of spatial freedom to move around an open world, yet force me through an ultimately linear narrative. These games let me do whatever I want, but then remove my agency entirely to progress the story in a certain way. If I would rather be told a pre-authored story than author my own, why do I invest so much time into playing and researching story-driven games instead of film or literature?
This question has pestered me for some time now. It would not be exaggerating to say I feel guilty for enjoying these games while not enjoying the BioWare titles—to the extent that I have even doubted my own belief that story has a place in game design. It was not until the following passage from Tom Bissell’s Extra Lives caused me to stop and think for whole minutes that I began to understand why: 

"I want to be told a story—albeit one I happen to be part of and can affect, even if in small ways. If I wanted to tell a story, I would not be playing video games."
Before I go on, it must be stressed that this can only ever be a purely subjective thing. I am not trying to argue for one form of storytelling over another. There is no single, prescriptive way to put stories and games together. I am not trying to disregard the BioWare model (that would be foolish as so many people obviously do enjoy their games) but, rather, I want to understand why the BioWare form of storytelling does not appeal to me.
If a game such as Red Dead Redemption is a closed story (one beyond my control) in an open world (one I can navigate freely), then a BioWare game such as Dragon Age is an open story in a closed world. Or, instead of ‘world’, let’s say ‘game’; that way I am not limiting my argument to sandbox games. Both Deus Ex and Metal Gear Solid, for instance, are closed stories beyond my control (my actions do affect which ending I view but each possible ending is still predetermined), but are open games in the sense that I am able to navigate and interact with the levels freely—even in ways that render the story nonsensical.
Dragon Age, on the other hand, feels like a closed game which does not give me any freedom to navigate or interact with the world. That is a contentious thing to claim that can easily be argued against, I am aware. However, each Dragon Age locale that I visit feels confined and contrived; I can talk and interact with characters to progress the story, but can only interact with the world—and by extension, play the game—in very limited ways.
Despite the rich depth of fiction supporting Ferelden, I never feel like I am visiting places, just levels. Shadow Moses Island and Deus Ex’s Liberty Island, despite the linear stories the games force me through, feel like real places. Metal Gear Solid and Deus Ex only allow me to interact with the story in limited ways, but I can interact with their worlds (and thus their games) in significant ways. Dragon Age, however, while letting me interact thoroughly with the story, rarely lets me interact with the game.
By closing off the game and opening up the story, BioWare games give me agency where I do not require it, and remove my agency from where I do require it. That is, I am able to affect the story more at the price of being able to play the game.
Narratives are essentially linear. Some are convoluted with flashbacks and various points-of-views and whatnot, but every narrative essentially starts at a beginning and progresses towards an end. Games have some fascinating contributions to make to storytelling discourse. One is allowing unique player experiences to emerge from the act of play in games such as The Sims or Far Cry 2. Another is allowing the player to partake in existing narratives by enacting a specific character role. However, I am increasingly convinced that one of these contributions is not the delinearisation of what are still essentially pre-authored narratives.
I feel that if a game has a particular story to present, it should present it. As the Bissell quote above states, I do not play games because I want to tell stories; I play games because I want to take part in a story. I want to enact a role in the game’s story, not rewrite it. The actor playing Romeo in a production of Romeo and Juliet does not get to decide whether or not he kills Tybalt, but he does get to decide how he personally, uniquely enacts the character of Romeo within the open space of the stage and the closed space of the narrative. Like the actor, the player guides a linear narrative through an open, navigable space.
Arguably, the branching dialogue trees of Mass Effect and Dragon Age are just a higher degree of this: taking part significantly in a story that is being told to me. However, for me this can never be more meaningful that those pick-a-path novels you read as a kid. I do not feel as though I am experiencing my own, personal telling of the story; rather, I merely feel like I am experiencing one of an arbitrary number of hypotheticals. Red Dead Redemption is the story of John Marsden; Deus Ex is the story of JC Denton; Metal Gear Solid is the story of Solid Snake. Dragon Age, however, is not the story of one specific character; it is the story of how a Grey Warden who may exist (but then again may not) may save Ferelden this way (but then again may save Ferelden that way). While the game’s efforts to give the player agency over the story should be applauded, the actual result was that my actions became less significant. The numerous potential paths of the narrative weakened my overall experience of the story. My actions were less meaningful because any other combination of actions could have had the same ultimate result. Ultimately, the story lacked authority.
This is perhaps why Mass Effect is the only BioWare game I have actually completed. Although the player has an impressive amount of influence over what kind of person Shepard is, Mass Effect is ultimately the story of Commander Shepard, not of the player, and it is a stronger story because of this. And, as a game relying primarily on its story, is also a stronger game.
A linear story threads through an open game like a thick rope that anchors and guides the player’s actions. BioWare’s multi-branching narratives are not multiple ropes, but one rope much frayed. The number of paths is not increased (they all still end in a similar conclusion), but the overall strength of the narrative is weakened. Branching narratives is not the way to go about allowing the player their own personal stories. Games can do this, but no pre-authored narrative can. Mass Effect, with all its dialogue trees, will never have the breadth of unique stories that have emerged from more emergent games like The Sims or Far Cry 2.
This is not to completely undermine al the incredibly things Mass Effect and other BioWare games achieve. The predicament with Wrex will go down as one of my more gripping gaming moments of recent times. BioWare does an extraordinary job of making me feel for its characters and worlds. However, I believe that is more a product of their splendid, encyclopaedic knowledge of their worlds than from any number of dialogue trees.
I have no issue with linear narratives in games, and I have no issue with open, emergent narratives in games. I also have no issue with games experimenting with linear narratives in new ways. However, I do have an issue with linear narratives trying to be emergent narratives. At best, they will be complex pick-a-path stories, nothing more.
This is why I find Mass Effect the most enjoyable of BioWare’s titles. It is a linear narrative about Commander Shepard fighting the Reapers. The player is able to participate in the narrative by making significant choices along the way, but the narrative itself remains the same. This is the story of Commander Shepard. Dragon Age, however, gave me no reason to commit to its narrative as the game itself felt uncommitted. It was not a story; it was one branch no more remarkable than a thousand other branches.
It is not the number of narrative paths that fascinate me about a story-driven game—a game based on emergent play will always have an infinite number more. Rather, it is the ability to take part in one specific, well-presented narrative path that interests me. I am a player and, by definition, my participation is in the gameplay; it is in the gameplay that my agency can do the most good. Narratives, historically, have always worked best when linear and closed off from the audience’s input; gameplay has always worked best when left open to the player’s experimentation. So perhaps, instead of merging the two together, games should keep it that way. Give the player a point A and a point B and a navigable space between the two and let them find the rope to pull them through it.

As noted throughout this article, I am not trying to be prescriptive here. I am very aware that many people do enjoy these BioWare games for exactly the reasons I do not. Perhaps I am simply approaching them with the wrong frame-of-mind. I can already see some key weaknesses in my arguments that could easily be argued against (i.e. How can I say the player has significant choices in Mass Effect if the narrative is unaffected?). I welcome challenges to the conclusions I have drawn here in the comments. Not because I think I am right, but because I want to understand why I do not enjoy these games.

In Defence of the Cut-scene



A lot can (and has) been argued against the use of cut-scenes in games [1]. They are broadly seen as an archaic film mechanic that stumbled into gaming convention in an age when games were too young and naïve to put forward any other alternative. I agree wholeheartedly that instead of relying on the storytelling mechanics of a pre-existing, passive medium, game designers should focus on exploring the unique, interactive ways videogames can present stories spatially and dynamically. However, I feel that games have held on to cut-scenes for decades now for reasons other than a lack of knowing any other way to do things. In this piece, I do not want to defend the games that depend on filmic techniques to jam a linear story into independent gameplay, but rather defend the games that harness cut-scenes as one of many expressive tools unique to our medium.

These are some arguments commonly levelled at cut-scenes:
  1. Games are fundamentally participatory and active; films are fundamentally authored and passive. Taking away the player’s agency to tell them a story directly contradicts what a game is.
  2. Rewarding the player for completing an interactive challenge with a non-interactive scene makes no sense. It isn’t a reward, it is a punishment. As Eskelinen says, “If I throw a ball at you, I don’t expect you to drop it and wait until it starts telling stories.”
  3. The world depicted in a game’s cut-scenes often contradicts the world depicted in a game’s gameplay, creating ludonarrative dissonance between the story and game. This should be avoided at all costs.
Again, I have to stress that I agree with all of these as issues in games that rely overtly on cut-scenes, and I could list plenty of games guilty of all three of these because they are too dependent on telling stories in preauthored fashions. However, I do not believe all cut-scenes should be frowned upon for these reasons. Allow me to counter the above arguments with the following justifications for when cut-scenes are viable:
  1. Cut-scenes pause player agency temporarily to allow the character to exert their own agency and to contribute to the player/character relationship.
  2. If a player’s emotive involvement in the game’s story has been sufficiently heightened during gameplay, a cut-scene can indeed be a reward by taking advantage of that emotive involvement in a way an entirely passive film never could.
  3. Ludonarrative dissonance, to an extent, does not matter. The game as played by the player does not have to be in perfect sync with the story as presented about the character.
Okay. Now that I have put that out there, allow me to clarify what I mean by each of these before I get flamed.

1. Cut-scenes allow a space for characters to exert their agency.


I am currently working on a paper about the relationship between the player and the character in adventure videogames where I argue that adventure videogames don’t exclusively rely on player agency so much as they rely upon a symbiotic agency contributed to by both player and character. Both the player and the character exert agency in unique ways and only through a cooperation between the two can the story be enacted. In Uncharted 2, for example, the player has agency over Drake’s aiming, jumping, and running; but Drake himself has agency over how skilled he is at these abilities as well as the decision to be a treasure hunter in the first place.


The cut-scene allows a space where the player steps back and lets the character have their agency. This is why, in extreme examples, some characters only ever speak in cut-scenes while remaining mute during gameplay (such as the playable character of Killzone 2). The games these characters belong to draw a clear (perhaps too clear) line between who is leading the player/character relationship and when.


Let’s look at Grand Theft Auto IV. The player has agency to decide how they navigate the city, which order they attempt missions, what crimes they partake in. But once the player begins a mission, the character takes the lead in conversation and their relationships with other, non-playable characters.


Of course, a bad game that is too reliant on cut-scenes will take this too far and will only be capable of progressing the story in cut-scenes when the gameplay is halted. A good game, though, does not draw such distinct lines but instead blends the player and character’s agency through the gameplay and the cut-scenes. This is seen in the long drives between missions in Grand Theft Auto IV (praised and slammed in equal measure across the internet and reviews for being “nothing but glorified cut-scenes”) where Nico converses with other characters, or in Drake’s constant chatter in Uncharted 2. Rather than splitting the player’s agency and the character’s agency, cut-scenes used well emphasise the player’s relationship and co-dependency with the character. We can play Niko Bellic as a sociopathic maniac in our gameplay if we desire, but it is in the cut-scenes that we learn to care about him and his relationships.


2. Cut-scenes can harness the player’s emotive investment


A cut-scene in a game, viewed by a player who has just spent two hours of active involvement with the world and characters, will be more emotively powerful than an identical scene viewed as part of two hours of passively watched film. Several cut-scenes exist throughout the Halo series that I found particularly memorable—more so that the same scenes would have in a movie. For instance, the conclusion of Halo 2 where the rings almost fire, and the activation of the forerunner artefact beneath New Mombasa in Halo 3 to name a couple. These scenes, while dramatic in their own right, would not have had nearly the same effect on me if I had not been involved in the world and its events for the preceding hours. The rings activating would not just affect the characters, it would affect me and my stake in the game’s world.


Cut-scenes, then, should not be used as a prescriptive film mechanic forced onto the game, but as a tool wholly reliant on the game’s interactive nature and the player’s consequential engagement in order to invoke the desired response. As a movie, Halo would be dumb and cliché; but as a game it is able to take advantage of my connection to the fictional world to extract illicit and specific emotional responses.


If I throw a ball at you, I don’t expect you to stop and tell me a story. But if you caught it like this, I would expect you to revel in the feat you just achieved before throwing it back to me.


3. Ludonarrative dissonance does not matter… not all the time, at least.


A dissonance between the world of the game and the world of the cut-scene can jar the player’s experience when the dissonance is an inconsistency in the fiction. Why should a grenade critically injure a character in a cut-scene when we have seen countless grenades explode futilely at their feet during gameplay? If Solid Snake is holding a silenced pistol in a cut-scene, it is fair to assume he will have one when the cut-scene is over. This dissonance that does jar is due to a contradiction of the character’s abilities during gameplay and the character’s abilities during a cut-scene, and it is certainly a bad kind of ludonarrative dissonance that should be avoided at all costs.


However, the dissonance between how the player plays the character during gameplay and how the character behaves during cut-scenes, I would argue, is not jarring. Or rather, if the player does find it jarring, it is partially the player’s own fault. If the player wishes to actively engage in a game’s story, the player has a responsibility to engage in a certain way. If you feel Grand Theft Auto IV’s story makes no sense because Nico acts like a sociopath between missions, then don’t act like a sociopath between missions! Player’s cannot expect to have an active role in a game’s story without also taking some responsibility for that story.


Though, the player may certainly play the game however they desire and ignore the story completely, in which case the dissonance between gameplay and cut-scenes is insignificant because the player is not playing for the story’s sake. The player should be able to cause ludonarrative dissonance because they should be free to play the game however they want. This is true even of games that do not have cut-scenes, such as any player of Half-life who gunned down every scientist and security guard they stumbled across during their escape from Black Mesa.


If the dissonance is internal to the character, that is bad and a sure case of a game depending on cut-scenes to tell a story. If the dissonance is caused by the player’s behaviour, it does not matter because it is the player that is choosing to cause it and at the end of the day, the player is free to do whatever they desire… as long as they take responsibility for the consequences. The cut-scenes of Grand Theft Auto IV do not jar my experience of the game, but rather hint at how I should enact my role as Niko Bellic if I wish to contribute to a meaningful story.


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Some of the best games I have ever played have no cut-scenes and would not be made any better with cut-scenes. But at the same time, some of my most memorable gaming moments were not interactive but were memorable solely because of the interactive context they were situated in (Bioshock and Heavy Rain being key examples, for me at least). At the end of the day, videogames are interactive and need to develop their own unique, interactive way of present stories for the player to enact independent of pre-existing linear mediums. However, just as videogames are able to use written text without prescribing to a purely novelist mode of storytelling, videogames are also able to use linearly acted cinematic cut-scenes without prescribing to a purely filmic mode of storytelling. Has any cut-scene in any Halo game been as memorable as my mad dash to the Longbow with only twelve seconds before the ring self-destructed? Certainly not! But that does not mean the cut-scenes did not contribute to my overall Halo experience.

Cut-scenes should not be used to jam a story into gameplay that does not need it, nor should the duration of a game’s cut-scenes ever outnumber the hours of actual gameplay. But as one of many tools available to the interactive story-creator, the cut-scene should not be thrown away just yet. 


Notes:

1. Most recently I read the slides for Trent Polack's talk titled "The Cut Scene Crunch" and I think they put forward a very simple, very concise argument. Strongly recommend everyone checking them out.

2. This post has since been republished on Kotaku and has received a lot of interesting comments both agreeing and disagreeing with it.