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Are Gamers Directors or Actors?
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Wednesday, October 28, 2009

Editor's note: As video games like Modern Warfare 2 start to explore morally ambiguous themes, how culpable is the player? Cody thinks this is just one of the difficult questions gamers will soon need to answer. Minor spoilers abound, but don't let that dissuade you from reading this article. -Brett


Recently, a fairly disturbing Modern Warfare 2 video was leaked. I don't advise watching it if you don't want the opening of the game spoiled for you, but if you're curious and want to understand what the point of this blog is, clicky clicky. I'm going to get into different aspects of the trailer here anyway, so spoilers ahoy regardless.

There's a lot of outrage surrounding the trailer right now, and plenty of people think Infinity Ward shouldn't have included the level seen in the video at all. You can just imagine the headlines in the mainstream press vilifying the game, letting us know that it will harm our children, that it's a "terrorist simulator," and so on.

Of course, this will only generate more buzz for the game and, in the end, push an extra million or so copies into households across the country.

 

However, should the anger at the events in the video be aimed at the developers? Or should it be aimed at the person who was playing the game? Infinity Ward didn't make him pull the trigger on all of those innocent civilians, after all. They also didn't force the guy to shoot wounded people who are crying in pain and desperately trying to crawl away from him. The player is the one walking around that airport and slaughtering people, not Infinity Ward. It was his choice.

Putting aside the obvious questions about how violent games should be and how far they should take their content, the real argument this brings up -- for me at least -- is how players should act and react when they enter into a role. Personally, I'll probably play through that entire level by watching the chaos around me, not ever firing a single bullet.

However, is that really something the character I'm controlling would do? He is a "bad guy," after all -- maybe by killing the innocents around me I'm just acting in the way he would.

Or maybe not. Perhaps this terrorist doesn't want to be there. Maybe he stepped out of that elevator, saw his comrades mow down a wall of fellow human beings, and could no longer bring himself to pull the trigger. If so, is the person controlling the character in the video just doing a terrible job at acting out the role he's been placed in?

Not having anything to go by but what we're seeing in the poor quality footage, it's hard to say. But it still brings up an important question: Should we do what we want in a video game, or should we try to play along with the character whose shoes we're filling? Are we directors in the world of video games, or are we simply actors who sometimes flub a line or two?

I try to get as much into the characters as possible when I play games, even if it makes me uncomfortable. If I'm playing a sadistic serial killer, hey, I'm going to do my best to pull off a Hannibal Lecter.

On the other hand, if I'm playing someone with a conscience, I can't bring myself to do deeds that they themselves wouldn't do.

If I create my own character, I put together a set of guidelines and character traits and do my best to follow them. Regardless of what the characters themselves are like, though, I do my best to... well, become them.

This sort of thing can lead to a lot of problems, because developers can contradict themselves. An obvious case would be Niko Bellic, a former soldier and immigrant in Grand Theft Auto 4 who's trying to put away his violent past. He's a very likable character and is easy to relate to. Who doesn't want to shed their past and make a better future for themselves?

Then he starts to betray his desire to move away from his old life without really batting an eye. Sure, a lot of the time he's forced to fight to protect his family or friends, but other times he picks up a gun for the simple reason of making a quick buck. This leads to an absolute contradiction in his character, and because of this I felt disconnected from him.

I didn't know how to act when playing the role of Niko because the script of his life felt more like a jumbled mess instead of what it was meant to be: the story of an terribly conflicted human being.

Leigh Alexander of Kotaku and Sexy Videogameland ran into similar problems while playing Shadow Complex, stemming from a confusion of gameplay and plot. "The cut scenes attempt to convey a sense of urgency -- take the most direct route to solve an immediate crisis -- and yet the gameplay requires precisely the opposite mindset," she said. "If the player chooses to engage with the plot, the gameplay feels weird, and if they go the other way 'round, as most will, the plot becomes even more goofy and cliche than it already is."

Searching for power-ups makes you powerful, but it also gives your enemies plenty of time to take over the world. Doesn't quite match up, does it? The only way out of the problem, story-wise, is to play the role that's meant to be played -- which means fighting against the game itself.

Besides contradictions, we also have moral questions. Is it "okay" to do what was done in the video? Is it "okay" to take it further than that? What happens when games start do discuss abuse, sex, drugs, or rape in a stronger way, like books and films do? And why do some people think all of this is okay as long as it's done within a cut scene?

These are some of questions that will be popping up over the next couple of months and in the next few years as games start to tackle things other mediums already have, but in a much more personal, visceral sort of way. I just hope people realize that it's all about choice, and the actions of the player in the video and players throughout the country when Modern Warfare 2 hits have less to do with developers trying to be edgy, and more to do with the demons that reside in all of us.

Video games are a virtual stage. We can be "bad" actors and do what we like, or we can be "good" actors and fill the roles we're given. When placed in another person's shoes, should you try and live their life, or simply act out your own in a new pair of kicks?

 
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Comments (10)
Default_picture
October 27, 2009
Kekekeke...

Main Entry: ter·ror·ism
Pronunciation: \?ter-?r-?i-z?m\
Function: noun
Date: 1795
: the systematic use of terror especially as a means of coercion

Ironically, that's what the possible media backlash of this will classify as to me. I welcome the ignorant onslaught, because gamers will be forced to defend themselves and this game. I personally don't care for it myself because the use of it seems pandering to its own point, but I'm glad that Infinity Ward is doing it; I'm simply appalled at whoever let the video slip. They screwed up its impact and ultimately affected how progressive the sequence will turn out to be in the end.

To your point though, the fact that games are dealing with this problem is a gorgeous example of the long road they still have to travel. This friction provided by the player and their character is an immense accomplishment to overcome and more games are starting to awake to it. Even ones not focused slowly on their plots suffer from this because the players always tend to assert an egotistical presence over their respective titles.

~sLs~
Default_picture
October 27, 2009
solely focused*, whoops.
Default_picture
October 28, 2009
I was going to leave a response, but I need to think of how to say it better... Lots to think about, yeah?

-Ser
Brett_new_profile
October 29, 2009
Even if these questions are going to be tough to answer, I'm glad that video games are finally prompting us to ask them.

Fascinating read, Cody.
Default_picture
October 29, 2009
I have yet to see the actual video, but I think gamers are still the audience. Its the author who crafted this experience -- they should be responsible - for better or worse.

Pardon my tangent:
Robert Ebert once argued that video games were not art because unlike other art forms (cinema, paintings, books, etc), the game experience is not directed by the author. Well, I believe that all art forms, once in the hands of the public, take on a form of its own.

Take the 911 Space Invaders art exhibit for example. The author claimed he created something that he didn't consider offensive, but apologized (sort of) for the end result.
Default_picture
October 29, 2009
I am willing to bet that this isn't going to be in the final game.
Dan__shoe__hsu_-_square
October 29, 2009
Nice work Cody!
Default_picture
October 29, 2009
I place the responsibility with both parties. If the content hadn't been created then it wouldn't be an issue, but after it is created you as the player have the choice of partaking in it or not.

On the other hand, just like music, film, literature and traditional forms of art, video games should be allowed to portray any scenario the creators wish them to.

In the movie Munich several American Olympians help terrorists get into the Olympic village to commit their terrorist acts. Some folks may have thought the movie was inappropriate, that we shouldn't be entertained by these events, and therefore offended by the people involved in the creation of it. Most of us however would agree this is a very narrow minded viewpoint, and we should feel the same about this game.

The game will be rated according to its content, the player will have the choice of whether to participate and the creators exercised their right to free speech.

In the end, to address the original question, in a game you are only what the designers allow you to be. Yes, you are making [i]some[i] decisions, but as Bioshock so elegantly taught us, they are minor in scope. So actor or director? I don't feel like we're either. We are the character. In the situations we're put in we make the decisions that the games world has thrust upon us. To that end it's like playing an episode of quantum leap, you are magically (or scientifically) turned into someone else. Now make the best of it.
Default_picture
October 30, 2009
Gamers aren't directors. That's the role of the developer. And gamers also aren't actors, as actors are able to draw from a larger possibility space than gamers do. Gamers aren't the protagonist either. When I play Majora's Mask, Link connects me to the plight of the people of Termina, but that does not make me Link. Gamers embody the protagonist in order to enjoy some simple entertainment that won't ask much of them mentally or emotionally. At least, that's the current state of things. And it won't change as long as developers continue to add in game and story elements for shock value. The amount of control publishers have over the development process is also a concern. Even if a developer sought to deliver a emotional, meaningful story that was similar to recent world events, and planned to deliver this story in a mature, nuanced manner, I doubt any publisher would agree to publish that title due to fears about game content overlapping with the ineptitude of the blogosphere and the lack of professionalism inherent in the modern mass media.
Default_picture
November 03, 2009
Great article! Once again, you've provided a great launching point for discussion.

My take? As simple as the boring answer of - sometimes we're the actor, sometimes the director. It depends on the game. Most of the times it's more of the actor though, with the ability to improvise and change the scene.

One thing you mention in here I strongly disagree with. It was about Leigh Alexander's Shadow Complex experience. If you think about it, even exploring every nook of that base only took about 6 hours. Hardly enough time for them to take over the world. I never felt that the game play was at odds with the story in that game.

I also didn't really have much of a problem with Niko. He really wasn't all that conflicted. His attempts to persuade himself and others that he actually wanted a life without crime and be boiled down to a small handful of scenes. By putting us in the role of that character, we were unwittingly taking the role of the unreliable narrator.

Sure, it was a little sloppy, but interesting if you really step into the role of the character and think about things you've done contrasted against how he presents his version of things to people he talks with.

Just because Niko tells other people he wants to escape the violence, why should we believe him? Nothing he actually does supports the claim. Instead of feeling like it was bad writing, why weren't more gamers willing to ask themselves why so many people do this very thing on a day to day basis? Niko wasn't a badly written character, at odds with the game mechanics. He was a violent thug who tries to make himself look less guilty by blaming others for his behavior.
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