Separator

No More Power Fantasies: Can Games Completely Deny Players of Victory?

Default_picture
Monday, April 05, 2010

Editor's note: I tend to agree with Gerard's main point: that many video games are an expression of childhood power fantasies, and I can only play so many of those. I wish fewer titles these days coddled the player by not offering a meaningful, permanent consequence for failure. All genres -- not just horror games -- could benefit from such a redesign. -Rob


I was a child with a vivid imagination. I spent many hours in my backyard tree, defending my kingdom from invading nasties. My custom-built Lego spaceship took me far into the galaxy and back again -- always with many stories to tell of battled aliens and uncovered treasures.

These fantastical adventures spawned from a special place inside my head -- a place of joy and comfort, but also a place where I was the winner. I controlled the fantasy; thus, I knew that no matter how dire the circumstances that I would come out on top. I would win the day.

I do not believe that such an experience is uncommon during our lost childhood years, and I think this is why many video games take a certain form.

 

Playing as Faith, I will save my sister.


We often know we will win when we play video games. These realizations exist to make us feel good and become lost in a world like our childhood fantasies -- to end in victory.

If games are an extension of our imagination, then they will carry that assumption of success unless deliberately exorcised by conscious thought.


Playing as Mario, I will defeat Bowser.


It is because of this that I feel the industry as of yet cannot bring itself to make a quality piece of horror gaming. The escapism that so many players seek is equivalent to the catharsis provided by those classic moments in horror cinema where the audience screams out loud.

We have no need to be cast adrift like the audience after Psycho's shower scene -- no matter how many times Infinity-Ward-designed AI kills your floating-gun portal to its world. We will be back in that world -- connected and fighting on to eventual victory. There might be some twist. We might even die. But we will not lose.


Playing as Darsil, the stealthy Dunmer mage, I will fulfill the prophecies and defeat Dagoth Ur to save all of Morrowind from his cult-like Sixth House.


Horror is about feeling a lack of control and accepting that the world might be a place where you cannot win and cannot escape. By referencing the many audio and visual techniques of the cinematic traditions, games can repeatedly create unnerving moment after unnerving moment.

But this ends with you alive and your escape successful -- no less empowered than the triumphant return of Abe to Rapture Farms to liberate his fellow Mudokan. We need to source another segment of our conscious experience in order to create true horror games.


Or maybe I won't. But that is because I set out on a quest of my own making in the streets of Liberty City.


If games come from our imagination where we are in control, then maybe we need to search our experience for something altogether different. Maybe we need to remember our nightmares and what it means to have one -- those moments when we lack control yet are still on an amazing journey.

 
Problem? Report this post
BITMOB'S SPONSOR
Adsense-placeholder
Comments (6)
Image2496
March 22, 2010

Great article. However, I don't feel what you're describing ascribes to specifically, a horror game. If there is no victory in a videgame, it defeats the entire appeal of playing a videogame: interactive escapism and catharsis. 

For movies, it's fine to have the characters fail over and over (Requiem for a Dream). But when such failing is interactive, more people will be annoyed and feel they've wasted their time. Negative reinforcement can only go so far. 

However, there are some videogames that don't end in happy endings. [b]Kane and Lynch[/b] is a game where you play as criminals, who get stuck into one mess after another until the very end, and there's no real victory other than you completed the game. It's as close to playing an interactive nightmare you'll get, where none of the characters are particularly likable, and nothing good ever happens. If you want another nightmare game, check out [url=http://www.youtube.com/watch?v=6NLSHOpvkNw]Darkseed[/url], a MS-DOS game on the PC. One of the scariest games of all time. [b]Condemned: Criminal Origins[/b] has you as a cop who starts going insane throughout the game, and ends with you lost in your nightmare hallucinations. [b]Call of Cthulu: Dark Corners of the Earth[/b] has you playing a detective back in the 1920s where you know your character will eventually commit suicide as foreshadowed in the opening. 

There are a few videogames that play up the disempowerment aspect, like [b]Far Cry 2[/b] where your weapons can jam or blow up in your hands, so you can be in a situation of no hope leaving you to either get to a safehouse or weapon shop with just your secondary weapon and a knife. [b]Metro 2033[/b] can have you trying to survive just at the very edge, where you're trying to live on your gasmasks in the irradiated post-nuclear ruins of Moscow. 

Img950653
March 24, 2010

Have you played Passage? Not a horror game, but it sounds like exactly what you want to see.

Photo_on_2010-08-03_at_16
April 05, 2010

Roguelikes fall into the camp you describe. In there, there is permadeath - i.e. you die and your save file gets deleted, with only a tombstone and entry in the high scores to remember that particular character by. Of course, you can start again with a new character, but since most Roguelikes are procedurally generated, the fact you've played before won't necessarily help you. In fact, it probably won't, since the mysterious words on magic scrolls mean different things from game to game.

I've had one of my favourite ever experiences playing Angband. I was down to the fifth or sixth level of the dungeon - further than I'd ever been - and suddenly, my torch ran out. I was plunged into darkness. Because Angband only uses ASCII characters as graphics, this just meant I couldn't see monsters approaching on the map, and the map itself didn't update until I hit a wall.

So I had to find my way out by "feeling" my way along the walls - i.e. bumping into them - until I found the way out. And I did, despite being attacked in the dark several times. It was a thrilling, scary experience that didn't require any graphics to be tense - just the feeling that "this could go HORRIBLY wrong at any moment".

Interactive fiction titles, too, aren't afraid of allowing you to take an action that will cause you to be unable to succeed. Depending on the "Zarfian Cruelty Rating", this may or may not be apparent to the player until much later.

Heavy Rain, being essentially an interactive fiction title with graphics, also allows you to do this. The story continues even if one (or all) of the characters balls it up partway through. (Spoiler?) There's even a Trophy available for getting all the characters to the finale and then STILL cocking it up.

Also, EVE Online is world-renowned for being one of the only MMOs to take this business seriously, too. Jump into unsecure space and into the middle of a pitched battle and there's the distinct possibility you could lose MONTHS worth of play time. Your character won't die, but you'll just lost a TON of stuff.

Scott_pilgrim_avatar
April 05, 2010

Similar to the roguelikes Pete mentions, I was going to bring up Demon's Souls, but of course, even that you can win. I disagree, however, with Moeez that "not winning" negates the escapist intentions of the medium, specifically because  it happens in other mediums all the time. That Requiem for a Dream does not end happily doesn't ruin the experience for me.


But this happened in early games, all the time. You can't "beat" Pac-Man or Donkey Kong in the same way you can "beat" Mario. You can only do a little better, each time :-)


And I haven't played it yet, but does Heavy Rain fulfil what you asking for, in that the game can end in such a way that you don't win?

Default_picture
April 05, 2010

@Paul That's not entirely true. The Passage is about reflecting on life, yes, and it isn't a power fantasy by any means. However, it does in fact fall victim to the same mechanics Gerard mentions -- yes, you die, but you do not lose. When you die you've reached the end of the game as intended, and therefore have "won" the game.

It's difficult, then, to work around Gerard's thesis. Let's assume that a game exactly like Super Mario Bros. is created, but in the final dungeon, or even the first one, the game was intentionally created so that beating Bowser was impossible, and that there is not an "end". Is this a valid example of what he wants because we cannot "win", or is it not because we've technically reached the "end" of the game?

Perhaps I'm confusing intention of loss and actual loss? Perhaps a horror game where the end of the game comes suddenly from a random event in what seems like the middle of the game is an example.

Photo_on_2010-08-03_at_16
April 05, 2010

@Ben: Yes. Without spoiling anything, Heavy Rain has a number of endings which in traditional game terms are "failures". But they're still endings. You've still beaten the game. It depends what you mean by "win".

You must log in to post a comment. Please register if you do not have an account yet.