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Dead Guys Don't Have Feelings

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Tuesday, November 17, 2009

Editor's note: Jon died -- a lot -- while playing Modern Warfare 2, which meant that when the story killed off some characters permanently, the emotional impact was blunted. I recently experienced a similar disconnect during a critical scene in Uncharted 2. Do developers need to reconsider the concept of death in shooters? -Brett

(Warning: spoilers ahead -- but are you really playing Modern Warfare 2 for the story?)


The primary constant in first-person shooters is death. Whether it's demons, zombies, Nazis, or anything else: you point, you shoot, it dies. Of course, these games wouldn't be much of a challenge if you didn't run the risk of dying yourself.

In Modern Warfare 2, especially on the harder difficulty levels, death is less a risk and more a guarantee. You will die playing that game. This is common throughout most first-person shooters. Death is the easiest way to tell a player he's doing it wrong.

The problem with the death mechanic in Modern Warfare 2 specifically is that Infinity Ward is trying to tell a very complicated and emotional story. There are some specific instances when you are quite clearly supposed to be feeling the moment, but those repeated deaths keep ruining the illusion.

 

In what I would consider to be the most emotionally engaging moment outside of "No Russian," General Shepherd betrays and shoots Roach and Ghost immediately after they obtain some crucial information on the terrorist Makarov. Ghost seems to die from the gunshot while Roach -- through whose eyes you have been playing the mission -- remains conscious but immobilized. You watch from Roach's perspective as Shepherd has his men dump you and Ghost in a shallow grave, pour gasoline on you, then light you on fire.

It's an unmistakably powerful scene. However, this is probably the 2,488th time you've died as Roach during the course of the game -- 158 of those deaths coming during the three minutes it takes to download the intelligence off Makarov's computer and run from the house to the clearing where the grisly burning takes place.

So I found myself more significantly affected by what was happening to Ghost than what was happening to my own character. Ghost's AI made him a good teammate, and his mask -- combined with some great dialog -- made him cool.

He also hasn't died 2,487 other times.

By making the game so difficult to progress through without dying, Infinity Ward took the wind out of this scene. They likely didn't intend for you feel bad for Ghost while not caring about Roach, but that's exactly what happens.

Roach is an empty shell of a character; you never even see his face. And since you die so consistently when you play as him, you forget that he's an actual character in the story. It makes his final "death" seem like a joke.

It's sad to see a game so ambitious with its storytelling defeat itself with its own mechanics. Infinity Ward could have conveyed the exact same feeling by taking the camera out of Roach's head and shown the two of them being killed. Then at least you'd remember that there was more than one of them to begin with.

 
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Comments (14)
Twitpic
November 17, 2009
Although I disagree about showing a pulled-back camera perspective of Roach and Ghost dying having more of an impact -- mainly because, like you, I didn't care about Roach -- I definitely agree about the death of Ghost. The entire scene, like you described, had [i]way[/i] more of an impact on me than the No Russian level. But you make a great point: Why should this death be anything special? I just died a billion times getting to this part. Great article!
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November 17, 2009
What difficulty were you guys playing on? You make some great points, Jon -- especially regarding how it's difficult to care about Roach when you never even see him. Anyway, it was nice to read about something in Modern Warfare 2 that hadn't been addressed previously. Nice article.
Redeye
November 17, 2009
This is exactly the reasons why I'm always railing against games that are two hard on their normal difficulty level and always bagging on silent protagonists. I'll avoid going on another nerd rant to keep from cluttering the comments section but basically games need to be possible to experience front to back without getting stuck or excessively killed to be credible as a strong narrative experience. Unless you go with the heavy rain approach and make main character death actually part of the story but even then you have to be lenient with the difficulty lest 'every character is dead' be the only story your game tells.
Me_and_luke
November 17, 2009
If this experience of yours occurred on either hardened or veteran, you only further prove my point that one should always first play through a game on the "normal" difficulty - regardless of familiarity with the series or genre - so that you can enjoy the story to the fullest, without frequent hiccups. I do this for every game with difficulty levels: Play it first on normal for a slight challenge and to enjoy the story, then play it on the hardest difficulty for a tough challenge, achievements, and bragging rights. I really feel that I get the most out of the game that way.
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November 17, 2009
I agree with you that the repeated deaths of any character in MW2 diminish the final narrative death of any character, especially since the play experience does not change fundamentally when you jump from character to character. In missions following this you could have been Roach or not and it still would play the same I reckon. As a side note I would take issue with something else you mentioned. That it is "unmistakably" a powerful scene when you are killed. I disagree. It might have been intended as a powerful scene way but because of things that you have mentioned and what I typed above I feel like it is quite unsuccessful.
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November 17, 2009
I get what you're saying and think you have a great point, my question is: what do you suggest? If dying throughout the game takes away from a story progression death, how do you put that punch back in without changing the game mechanics completely?
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November 17, 2009
Thanks for all the comments. I actually did play through this game the first time on normal, and I realized last night that my second play through on Veteran (gotta get those achievements!) was a little more of an influence on my feelings that the game play is so punishing. As far as what they should do instead, I'm not so sure. It IS a combat game centered on realism, and frequently in combat the most realistic punishment available is death. Perhaps they could take a Left 4 Dead approach and alter the game play based on how you're doing. Maybe make your squad mates pick up the slack a little bit if you're having a hard time with a particular section. There were LOTS of times where I felt like even though I was with a group, I was the only person capable of doing anything, and that pulled me out of the experience as well.
Brett_new_profile
November 17, 2009
I'll be honest: I didn't even remember who I was playing as at that point in the game. But watching Ghost get shot got to me. And I think that's because of his skull mask, which allowed me to identify him among the mess of actors in the game.
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November 17, 2009
I find myself caring very little for Roach. The odd thing about this is that in the first game I actually cared a great deal about Soap and, all things considered, the two characters were in essentially the same predicament as I played both of them. To me, the conversations surrounding Soap in the first one that showcased the camaraderie between the soldiers actually made me feel something. This, to me, is completely missing from the second game as you play Roach's missions. This gave me a complete disconnect from the character because he was completely and utterly a blank slate. There was nothing to relate to that would make me feel for him and his demise. Was one of the most mindblowing scenes in the game to me though. Getting set on fire in the first person, when all I can do is look around and wait for death, was crazy.
Shoe_headshot_-_square
November 20, 2009
I'll read this later because of the spoiler warning, but I just wanted Brett to know that yes, I'm playing MW2 for the campaign and story just as much as multiplayer! I just got to this one "oh wow" moment in the story (not No Russian)... :)
Brett_new_profile
November 20, 2009
@Shoe: Sure, MW2 is full of great moments, but finish the game and tell me the story makes a lick of sense. You play for the moment to moment, not for the overarching story -- perhaps another reason why the deaths of these characters didn't resonate.
Waahhninja
November 20, 2009
I do play these games for their story and that one segment hit me hard. Not only was it because I had just done my damndest to get to that evac point but the horrible betrayal left me feeling...bitter. Ghost's death affected me probably more than Infinity Ward intended. The same voice actor was used for Gaz is MW1 and for Ghost in MW2. Gaz being mercilessly executed at the end of MW1 made me scream in frustration because I loved him most. Hearing his voice come from a character with a skull mask (coupled with the apt name of Ghost) made me feel like he was right there with me again. When Shepherd shot him I was just floored that this was happening AGAIN. But maybe I'm the only one who felt this way.
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November 20, 2009
This is one of the reason's I'm really not a fan of the design of MW2's (and COD4's) campaign. It's really quite impossible to not die quite a bit, even on normal difficulty.
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November 22, 2009
very interesting post. I definitely agree that dying constantly takes me, if not out of the story, then out of the pacing, which is super important in COD games...

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