Monday, February 07, 2005

Playing Games

Weird coincidence today.

Bookmarked a chapter on "Games as Narrative Play" in a textbook that I want to read before I return it to the library later this week.

But while taking a break, see this article about how video games shouldn't include narrative pieces, or "cutscenes".

In the article, Thompson guesses at why games are incorporating more and longer cutscenes: These Hollywood flourishes are good for dazzling mainstream journalists and pundits. That's because there's still a weird anxiety about adults playing games. Most people still think that video games are sophomoric kid stuff; the ones that have a narrative and emulate the movies seem more serious and, well, mature.

But movie watching (especially obsessive movie watching) is still the province of the young. That's why there are so many annoying teen movies out there... and why the scripts of so many other (potentially) good movies are riddled with easy answers, implausibly happy endings, and other story killers. But I digress.

Thompson explains his objection to cutscenes as one arising directly out of their narrativity, something he implies is antithetical to the pleasure of gaming itself: Playing a game, any kind of game, is inherently open-ended and interactive. Whether you're playing chess, Go, or Super Mario Bros., you don't really know how things will wind up or what will happen along the way. Narrative, on the other hand, is neither open-ended nor interactive. When you're watching a story, you surrender masochistically to the storyteller. The fun is in not having control, in sitting still and going "Yeah? And then what happened? And then?"
That's why cut scenes are such a massive pain in the neck—they enforce passivity. There's nothing more annoying than going on a shooting spree, then having to break the rhythm of play by putting your game pad down for minutes at a time.


He does have a point. Cutscenes do require the player to sit back and stop bashing at the buttons for a few moments. But sometimes that respite is necessary. In their discussion of games, the authors of Rules of Play propose some rationales for including cutscenes: surveillance or planning tool (provide information about upcoming events), game play catapult (where the cut scene explains, or hints at the upcoming action), scene and mood setting (introducing changes to scene or increases in a particular mood as the game progresses), choice and consequence (increases 'real life' feel), rhythm and pacing (rest from intense action), and player reward (visual delight or punishment) (Salen and Zimmerman).

What Thompson is complaining about (at least in GTA San Andreas) is the last, the enforced pause in play that interrupts intense action. This complaint addresses the difference in styles of play and desire for cutscenes between novice and experienced players that Salen and Zimmerman recognize. Experienced players have built up such a familiarity with the conventions of game playing (as Thompson says, there are few 'new' games), that they do not require planning, scene setting, a break from play or a cutscene as reward for successful play. Novice players do enjoy them.

The cutscenes were the parts that I was most fascinated by with The Getaway in part simply because they were cinematic, and I found it interesting to note how my play during the active parts of the game coincided or clashed with the cutscene. Often what I was experiencing during play had very little to do with the narrative of the game, but by structuring the game around the narrative, there was a unity to the play that transcended the repetitive nature of the game. I might be shooting people and driving while playing the game, but there was a reason why I was shooting at them (or chasing them). My 'motivation' for shooting and driving within the game is not simply to complete a level and ultimately win the game, but my character in the game is shooting and chasing these people because they've wronged him. So my player motivation (getting to the next level) is reinforced by my character's motivation (to avenge himself).

I would think that this kind of narrative support for player action inherent in the creation of cutscenes would actually enhance the gaming experience because you would be playing similar games for different reasons (at least according to why your character is doing what he/she is doing). Theoretically, wouldn't the presence of narrative accentuate the uniqueness of each game within a particular genre by providing a different motivation?

But I'm a novice gamer (very novice!), so perhaps there is some part of my argument that is missing because I lack the experience to see it. Thoughts?

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