Note: This article contains spoilers for Red Dead Redemption and
Gallipoli. But if you haven’t finished RDR or seen Gallipoli- REALLY!? Also, it’s
talking mostly in regards to FPSes, as they are the most common genre for war
games. I don’t play many FPSes, so if there’s anything factually wrong, feel
free to tell me, I’d love to discuss this more.
I was watching the Gamespot Australia live stream on Tuesday,
and there was a discussion there that really interested me, to the point where
I’m actually writing something about it! This discussion was about war and
video games, and whether video games really do war ‘justice’. I, myself, don’t
play many shooters because I see them as pointless. It’s just mindless killing,
with no real goal, no sense of co-ordination of teamwork, nothing. Just killing
and more killing for a whole round. And that’s basically what war games are now
that they’re focused on the multiplayer aspects rather than creating a
singleplayer experience. The games (for the most part) present kills as a good
thing you should be striving towards, for which you are rewarded with points,
killstreaks or what have you. There’s a clear divide between good and evil. The
other team, or the antagonists in the storyline are the enemy. In the case of
multiplayer opponents, they have no reason they’re fighting other than it’s fun
and they want to win. In the case of singleplayer antagonists, they’re hardly
ever well thought out characters, they’re just plain evil, and you need to stop
them. And the enemies you kill along the way are just characterless polygons
who you have to kill to progress. Everyone in war is a living, breathing human
being, enemy or ally.
I was posting my thoughts on the discussion in the live
stream chat, and I mentioned how video games were just as valid as films to
convey war stories, they just don’t. One of the other viewers said something
along the lines “But are they really the same as film?” and I said no, they’re
not. In fact, games should be more valid a medium to convey these stories,
because they put you in the shoes of a character. It’s much like the difference
between horror movies and horror games. Horror movies really don’t scare me,
and the reason is most likely because there’s nothing on the line. I’m at no
loss if the characters die, and most of the time I want them to die because
they’re usually annoying archetypes. In horror games however, my character’s
life is on the line. This character is my body in the world, and threats to
them are threats to me. If they die, I’ll lose a lot of progress. And even if
it’s not a lot of progress, the games make me feel threatened as if there’s
much worse consequences for death. War games don’t really have this same
effect. I just feel like a gung ho soldier who can kill everyone, save the day
and be a hero. The closest I’ve come to
this in a war game is in Battlefield when I’m a soldier who has no means to
take down an armoured vehicle, but when I’m capturing a control point a tank
blasts a hole in the wall, and they know I’m there. I feel like my life is on
the line and I need to hide, and this is a feeling more war games should try to
emulate. The thing is though, that even if that tank did blast me, five seconds
later I’m back to life and can go do something else. If more singleplayer
campaigns had moments like these, with few checkpoints, it could really give a
sense of danger. And it’s not just the player who has to be in danger, NPC
companions could me more developed characters, who stay dead once killed,
giving you a reason to not only care about them, but want to fight for them.
In the live stream, an interview was mentioned, between
journalist Tom McShea and Medal of Honor Warfighter
executive producer Greg Goodrich. Tom wrote an editorial about military
shooters, and how they’re not realistically portraying war. Greg asked him to
an interview to discuss this with him, because he feels the game is an authentic experience rather than a realistic one. Both sides have valid
points. Tom says games should be realistic in gameplay and show the tragic side
of war, whereas Greg is saying while the gameplay isn’t realistic, the game is still authentic
because it shows the valour and glory of the men fighting in war. War does
indeed have these moments of glory, but in the end, it’s a tragic thing. Games
focus on the good, enjoyable sides of war, and rarely focus on the tragedy. As
Greg says, the gameplay doesn’t have to be 100% realistic, because the game won’t
be enjoyable, but that doesn’t mean the game can’t present an authentic
experience. But I feel if the games only present one side of the conflict, it’s
not really authentic. In these games, the players never really
experience loss, characters who die are always enemies or side characters who
you don’t have much to do with, or in the case of RTS games just expendable,
nameless units you can make more of. If games are going to try to represent
war, they should be showing both of the sides these guys are talking about, the
good and the bad. Imagine a game, like Tom describes, where you have a squad or
company who follow you throughout the game, with their own stories to tell, but
if you don’t protect them, and they die, they stay dead. But this won’t ‘work’,
for one reason, and that reason is why games will never 100% accurately capture
the experience of war.
The reason why war doesn't translate to games is because
gamers are after a game, not an experience. What I mean by that is that a game
is something where you're given an objective, and you win or lose by completing
or failing this objective. Winning is good, losing is bad. A player keeps
playing until they win or reach a game over. An experience is something like Heavy Rain. If you don't meet the
objectives, it keeps going. It isn't about giving you something to 'beat', it's
about giving you an engaging experience beginning to end, not being concerned
with being 'gamey'. You don't win or lose in Heavy Rain, you follow a plot and
engage emotionally with different characters, experiencing their journeys. You
just have some control over what their journeys involve. And this is why war as
a game doesn't work. In order to convey the tragic nature of war, the player
has to experience loss in some way, and gamers see this as a bad thing, because
they approach it as a game, where you win/succeed or lose/fail, rather than
treating it as an interactive experience so to speak.
Look at the movie Gallipoli
for instance. I think this movie successfully shows both sides of war- the
honourable comradeship side, and the tragic side, with the ending scene
powerfully capturing the tragedy. Mel Gibson's character (Frank?) has the
orders to cancel the last charge, which he has to run down to the front lines
because the communication lines aren't working. He runs his fastest, but
doesn't make it in time. He hears the whistle blow, and cries in anguish
knowing he didn't make it and now his comrades are charging to their deaths. Then
his friend Archie delivers a final speech of sorts, before he charges forward,
with the film ending on the powerful image of this young man being shot. This
scene is famous for how powerful it is, but let's see how it would translate
into a game. You're playing as Frank, having to run to the front to deliver the
message, but when you're almost there, you hear a whistle blow, and Frank cries
out. Some people at this point would immediately know this means they failed,
and would restart the mission to try again. But no matter how many times they
retry, the whistle still blows. "Wait," they ask, "the game
FORCES me to fail?" The game continues. Now the player controls Archie.
"Oh boy! Now I get to shoot people!" They sprint out, but not long
afterwards a gunshot sounds, and the play freezes, as the camera zooms out and
focuses on Archie, who has been shot dead. Cut to black, credit roll.
"WHAT THE ****!?" the player cries. "That must be the bad
ending, I must need to not get shot". But again, retry after retry, the
player is met with the same result. If this were me, I'd die once, wonder if it
was meant to happen, then Google it, then think it was an interesting way to
end it. But I think the ending still loses some of its power due to the player
assuming it only ended that way due to a failure on their part, rather than an
interesting design choice to emphasise a point- war is tragic, and no one
really wins.
This is similar to the ending of Red Dead Redemption. (Last chance to back out from spoilers. Not
that you haven’t finished this game… RIGHT!?) The ‘ending’ was
extremely tragic. John sacrifices himself so that his family can live in peace.
It shows that John couldn’t escape his past, but he found redemption in giving
his life for his family, symbolically signifying the end of the old west. He
doesn’t go down without a fight though, and tries to gun down as many agents as
he could before finally being gunned down. Now I realised this was a forced
death in order to add to the plot, but going on internet message boards, there
were many people unhappy with it. Even now, putting “Red Dead Redemption Ending”
into Google brings up the following suggestions
Some people didn’t like the fact John died, plain and
simple. They wanted some epic showdown where John took everyone down and came
out on top. But then the ending wouldn’t have had the same meaning. If John
managed to escape all his sins by killing more people, the ending really wouldn’t
mean anything. Sure, it would be a happier ending, and people would feel more
accomplished, but this is my point. When a character dies, players associate it
with failure, because the goal of the game is to keep them alive and complete objectives.
Gamers are playing to ‘win’ the game, rather than enjoy the experience it
offers. People don’t get as angry when a protagonist dies in a film or novel,
because there’s no ‘failure’ associated with their death. The reader/viewer
doesn’t ‘lose’ if someone dies in a linear text, and had no part in their
death. But in games, players see death as a good thing if it’s their enemies
that are dead, because they have ‘won’, and see death as a bad thing if their
character dies, because they have ‘lost’. In Fire Emblem when a unit dies, they’re
dead permanently, making you connect with all your individual units, and if you
lose one, you feel like you’ve lost, and restart. A war game, like the one
suggested earlier, that had permanent deaths would very much capture the
tragedy of war, but players would just see this as them failing, and would keep
restarting until they ‘succeed’. And if the characters are forced to die during
the story, some players will feel ripped off, because these characters they’ve
kept alive for so long have been taken from them regardless of their actions.
The way I see it is that so long as gamers see games as a
platform where winning/success and losing/failure are the only two available
outcomes, games will never accurately portray war. But I wouldn’t say this
means the games are disrespectful or shouldn’t be made. I mean, they are games,
and the main point of games is to entertain people. But if they’re going to
compromise realism or authenticity for gameplay, could that not suggest that
perhaps the situation isn’t totally suited to a game? If a war game is going to
be focused on making the player a total good guy who can pretty much win
battles by himself, rather than trying to show the true nature of war, why try
to represent real life, modern warfare? Why not just use fictional people,
countries etc.? There’s no risk of offending people or turning war as it’s
happening in the real world into something ‘fun’. I just really find it odd
that games based around something so tragic are designed to be, and are played because
they are fun. People are probably going to call me out because I play Battlefield,
but I think this really backs up what I’m saying. I don’t play Battlefield to
experience real life war, I play it because it’s an action game, in which I
need to think and use teamwork in order to win. If it used a fictional setting,
with fictional countries and locations, it would still be fun. Companies don’t
need to market these games as realistic/authentic experiences, and shouldn’t,
because they’re really not. People would still play the games if they weren’t
marketed this way, so there’s no need for them to be. If games are going to try
and reflect real life war, then they should do just that. Do it justice, show
the reality of war. It can still have moments of glory and valiant teamwork and
heroism, but at its heart, war is a tragic thing, so if games are going to be
set in the real world, showing real life conflicts (or potential real life
conflicts like those in Call of Duty, Battlefield, Medal of Honour etc.), then
they should be showing everything that’s a part of these wars, not just the fun
sides.
Very good article (DON'T TELL MATT I SAID THAT)
ReplyDelete