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Catching Up to Saving Private Ryan

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Sunday, August 01, 2010

Saving Private Ryan represents a monument in filmmaking history. With care and ingenious post-production techniques, Steven Spielberg's opus established a filmmaking grammar of violence that left most moviegoers aghast toward the tangible horrors of war.

Battle of Ramelle

By all accounts, Saving Private Ryan did something special. In lieu of entertainiment, the film commanded a sense of shock and strange wonder. Transcending the uncomplicated moralities of his predecessors, Speilberg gave us a glimpse into a war the likes of which many of us will never see.

My only question is, when will video games be capable of providing the same experience?

 

I've always compared modern video games to Saving Private Ryan in my mind. Yet despite all their ambient occlusion and anti-aliasing, video games have only ever delivered a few, short moments of Speilberg-esque immersion.

What techniques should developers employ in order to achieve the same verisimilitude which Speilberg injected into his wartime film? Here are a few tips from an avid cinema enthusiast:

Blood...and lots of it!

In the realm of onscreen bloodshed, today's choices range from over-the-top displays of violence to child-friendly health bars. Developers need to find a plausible middle ground.

Ballistic trauma is no laughing matter. While it may curry favor with concerned parents, downplaying the effects of a bullet wound only pulls the player out of the experience. Developers should never underestimate the subconscious effect of blood on the human mind -- dismembered bowels, severed limbs, and bullet wounds are -- however gruesome -- an integral part of the battlefield experience.

When a bullet collides with human tissue, the ensuing gore tends to be nauseating. While I don't mean to suggest that studio artists attempt to gross players out with vomit-inducing animations, I'd like for the violence in first-person shooters to be slightly truer to life.

Distance and context

The reason for Modern Warfare 2's "arcadey" label is the result of the exaggerated distance between your avatar and the opposing force. In actual combat, soldiers rarely fight in such close proximity of one another. The average soldier's understanding of the enemy amounts to a simple, blurred silhouette on the horizon.

Besides the prisoner of war Captain Miller's unit captures, how many Germans did you see or meet in Saving Private Ryan? None.

Bad Company 2 struck the perfect balance between long-range combat and more intimate, close quarters encounters. It's easiest to appreciate the feeling of genuine conflict while playing as a sniper -- observing the battlefield and subsequently providing support to your teammates can truly be a treat.

Private Jackson

Map design

Map design happens to be one of the most restrictive bulwarks to immersion. Too often, developers direct their efforts toward balance and symmetry in lieu of crafting convincing environments. In reality, battlefields are rarely balanced -- sometimes geography simply favors one side, forcing the opposing army to adapt to the environment they find themselves in.

What makes map design thrilling is the spontaneity associated with crumbling buildings, decaying flora, and defilade provided by natural structures.

Instead of building a multiplayer map, designers should aspire to create organic towns and cities. This will eventually allow players to form their own experiences, instead of conforming to the expectations of the developer.

Valuing life

This is simple: increase the punishment associated with death. Twenty seconds between respawns may sound like torture, but each second provides a lesson to the player and teaches them to tread the battlefield carefully. The more valuable one's life seems, the more meaningful each firefight will become.

A soldier isn't capable of withstanding sustained gunfire,. This means that one bullet should incapacitate or kill your avatar. I can understand how infuriating an unexpected death can be, but that's simply the nature of combat. One minute you're enjoying a brisk walk through the Iraqi desert and before you know it, you're dying in the sand. Part of Saving Private Ryan's thrill lies in the reality of imminent death. Developers should strive to create an environment filled with constant threat.

Cooperation is key

What draws Bad Company 2 closer to the Saving Private Ryan experience is the in-game unit cohesion. A match in Modern Warfare 2 feels less like a conflict between two opposing armies and more like one player's quest to out-kill his teammates. The Battlefield series requires players to cooperate, lest a more collaborative squad should ambush them. This is where classes play a large role.

One of the unifying themes of Saving Private Ryan was the overarching notion that each character played an important role in the narrative. While multiplayer games don't possess any real narrative, players still occupy a role in advancing the game. Medics heal, engineers operate and repair vehicles, snipers provide support, and assault players push the line forward and capture objectives.

Engineer vs. Tank

When all the squads and classes of a team arrange their efforts toward a single goal, the results are amazing. I've had moments reminiscent of Private Ryan -- moments where I surrender my consciousness completely to the experience. If a video game is capable of consistently delivering that state of captivation, it won't be long before the industry can claim to have its own Saving Private Ryan.

 
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Comments (7)
Mitch_jul31
August 01, 2010

I thought Brothers in Arms: Hell's Highway did a great job of portraying the horror of war. Firefights almost always happen with the allies taking cover on one end, with the Germans taking cover some 100+ yards away. Some of those fights rocked because you could barely see the enemies. The geyser of blood, a genuinely sickening animation, usually indicated you'd made your mark.

The only thing I wasn't huge on in Hell's Highway was the slow-motion zoom to show you just how awesome it looked when you hit someone. In a game where everything felt different than everything else, those moments kind of pulled you out. On the other hand, it gave you a better impression of the damage you were doing to these guys. Heads had huge pieces missing from them as helmets flew away with the gore. Seeing that once was enough for me to turn the slow-mo feature off and leave the gore to my imagination.

Brother's in Arms also has a significant character-centric story. Everything in those games relies on who these men are and where they're going, and when bad things happen to them you sympathize. Hell's Highway's ending is probably one of the most emotionally-effective endings in a game. I'm surprised more people don't talk about it.

Where
August 01, 2010

I agree with Mitch... in part.

I think Gearbox Studios should be commended for the Brothers in Arms series. It truly is one of the most accomplished, visceral video games developed. But Hell's Highway definitely isn't the crown jewel of the series. Road to Hill 30 traumatized me... seriously. There were nights, as a child, when I couldn't sleep.

I suppose the ESRB exists for a reason. But in my earnest opinion, the industry ALREADY has its own Saving Private Ryan in the form of Brothers in Arms: Road to Hill 30.

100media_imag0065
August 01, 2010

Saving Private Ryan was the first movie I ever had seen that literally shocked me. I couldn't look away during that entire opening sequence. It was astounding in every possible way. What a fantastic movie. I don't think video games have come close to offering an experience like that. Games can offer blood pumping adrenaline explosive experiences, yet they have a hard time creating such a cohesive experience that Saving Private Ryan easily delivered.

I think the problem we have is that in order to get that blood pumping experience games need to always resort to lots of explosions, screaming, and gun fire in order to overload the senses and throw the player into mayhem. That really wasn't what Saving Private Ryan was about. They need to figure out a way to immerse the player without resorting to loud noises and explosions. I wish I had the answer. Yes the opening scene of Ryan was loud and explosive, but it had something else that games don't. I can't put my finger on it but I know games will have it one day. We are getting close.

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August 01, 2010

As soon as I saw this article, I knew, somewhere, Brothers in Arms was going to get mentioned. Don't get me wrong, I loved Hell's Highway-- I almost welled up during the ending-- but I just think they made the wrong direction to go in with Baker's character. For a series so grounded in reality it just seemed innapropriate for it to take the pseudo-supernatural twist that it did. Maybe that's the wrong phrase to use, because that's not what they were going for, but that's what it came off as. Especially when you have a character who, essentially, should only exist in another one's mind, predicting events of the war.

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August 02, 2010

I wish that I could say that Brothers in Arms has attained that status but it never reached that point for me. Part of it was lousy AI that spoiled the game for me, but going beyond that I would say that it didn't have the same emotional impact that Saving Private Ryan did, although to be fair I think Band of Brothers had a more profound impact on me. Band of Brothers had me thoroughly invested in these soldiers who fought and died next to each other and it didn't have the same shock and awe factor that Saving Private Ryan did but it felt a lot more real to me both in and out of combat and knowing these people on a more personal level that you got when one of them was wounded or killed it felt much more shocking than a guy wandering around on a beach holding his leg. But thats neither here nor there.

I think a lot of these things would make for very frusterating gameplay and it may be shocking and raw and viceral but it would not be a popular game and it may be a game that everyone points to and goes now we have our landmark game but if you tried to find an online match it would be nearly empty, and that's just as bad. Thats nothing against your thoughts but its the reality of games in general. I think what developers need to do is to remove a lot of the barriers that stand between being part of the experience and playing a game. Health bars are definitely one but I think imposing realistic damage would not give you the experience you're looking for. One that stands out in my mind is the death cam or whatever else you do when you're dead. I don't think that imposing more time will make life that more valuable. There has to be a bigger penalty for death, however in most games that just encourages people sitting in corners. Perhaps have different capture points, a la Battlefield 2, and the more that you hold the less respawns cost you from your "pool" that your team "pays" for them and then have a score counter on top of that tracking kills and points for capturing areas and you either win with that or capturing all areas. That way moving forward and capturing or killing gives you points but at the same time your death costs your team. But more importantly I think the death cams in most games that show other teammates or your killer are a real barrier and need to be replaced with something that reenforces the cost of your death in a new way and something that doesnt leave you just waiting around idly for your next life like it's all just one big waste of you time. I dont have any ideas to that issue but I think it is one that needs to be addressed.

I look forward to a game with the depicts the rawness of war like both Band of Brothers and Saving Private Ryan did but I think we are still a long way away from that day.

Paul_gale_network_flexing_at_the_pool_2
August 02, 2010

Good read, Omar.

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August 04, 2010

Should we really be hoping for cinematic experiences in games? I dunno. Seems like making something it naturally isn't. Some of what you mention sounds like it would make a game unfun.

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