Already in the loop? Log in

Or, you probably want to create an account

Postmodern Warfare

Friday, December 4th, 2009

Posted in Pixelosophy by Aaron Leach

Immersion has been an industry buzzword for some time now. How can developers achieve the greatest amount of immersion? Is it better to be immersed in the character or the world? How close can we come to putting the player inside the virtual experience? No matter what the angle of immersion is, it seems that the majority of developers are most often interested in letting the player walk a mile in the main character’s shoes. It seems like the immersion pedal is floored the whole way with little to no thought in actually manipulating the perceived and unperceived distance between player and character. Why would developers want to hold back the immersion in certain aspects of a game? Because controlling just how much the player identifies with a character can alter a narrative and open up new possibilities for story variety. With Modern Warfare 2, Infinity Ward shows that they seem to understand this better than any other developer working today.

[Spoiler Warning: If you have not completed the Modern Warfare 2 campaign, you may want to do so before reading this article.]

In Modern Warfare 2, Infinity Ward shows a clear understanding of the idea that immersion doesn’t exist in only one particular aspect of gaming. A player can become immersed in the environment through stunning visual and auditory cues. A player can be immersed in the character/avatar through choices in perspective, back-story, and in-game decision-making. Understanding that all of these tools can be manipulated should aid a developer in telling the story they envision and in, almost invisibly, guiding the player through the experience that they want them to have.

I assert that Infinity Ward’s decision to scale back on the level of immersion the player felt from a character perspective aided them in creating more immersion from an overall thematic and situational perspective. Furthermore, this same dialing back of character immersion is what allowed them to tell the story they set out to tell. Let’s look at how this was accomplished.

To understand the reasoning behind this argument, one must understand one of the main themes of Modern Warfare 2, or at least what I perceived it to be. That theme, simply put, is that war is extremely messy. All sides will go to morally questionable lengths to get the job done, and more importantly, they all feel justified in carrying out those actions because they believe they are doing the right thing. Private Allen feels justified in the killing of civilians under the guise of a Russian terrorist. Captain Price feels justified in going a bit rogue and setting off a nuclear missile. General Shepherd feels justified in his betrayal of Task Force 141. The Russian Utranationalists feel justified in declaring Zakhaev a national hero and martyr. Each feels they are doing the right thing for their country and their country’s place in history. The line between good guys and bad guys has never been blurrier in a game’s narrative before.

While some critics have faulted the game’s seemingly attention-deficient style of jumping-between-characters storytelling method as a negative, I say that it is the key ingredient in conveying this theme we are discussing. Not allowing the player to stick with one character for too long keeps them at an emotional distance with each of the characters they inhabit. Keeping this separation between the player’s mindset and the characters’ is what allows the above-stated theme to exist. It allows the player to get wrapped up in the situation as a whole while at the same time retaining their own personal thoughts as the key perspective for analyzing the events.

For example, in most games, say Gears of War, a player inhabits the life of a single character for hours at a time; in this case it’s Marcus Fenix. The narrative directs the player to identify with Marcus and indulge the hyper-masculine hero fantasy that the game delivers. Marcus and the humans are clearly the protagonists while the Locust are clearly the antagonists. It’s black and white, good vs. evil stuff. We’re never given the chance to inhabit a Locust soldier’s shoes or given a taste of their side of the story, making it impossible to identify with them. The player is never given a moment to think about whether or not the humans are fallible in this conflict. The player is connected the whole way with Marcus and therefore connected to Marcus’ mission as well.

Had this formula been applied to Modern Warfare 2, the narrative impact would have been reduced to the same tired tropes of good guy, bad guy war stories that developers have given us for years. If a player only lives through these events behind the eyes of just an Army Ranger or a 141 member then they would likely only identify with the cause of that side because they haven’t been given the true scope of the situation. They would never be given the chance to understand the motivations of different factions and therefore never question the actions they have to complete to get to some sort of “victory.”

Now, it certainly can be argued that once the betrayal by General Shepherd happens, the player is then fully identified with the 141 and seeks revenge on Shepherd. I could see this being valid if they had clearly given the player Shepherd’s motives for his actions, but they are left fairly unclear until later in the game. At the time of the betrayal, it is apparent that Price and Soap certainly want revenge on Shepherd, but as the player, we just sort of go along with the revenge in the hopes of finding out Shepherd’s true motivation. We can certainly identify with Price’s desire to go after Shepherd and understand why it’s important, but because we’ve spent so much time fighting as American soldiers also, we keep telling ourselves that there has to be a reason. This ambiguity of action is furthered in the final scenes of the game when the player, as Soap, has been stabbed by Shepherd, and Shepherd not only explains his actions but, more importantly, is sure that Soap understands. It’s in that moment that the player understands that everyone is fighting for their version of “good,” and that they are willing to do what it takes to achieve it. This moment is followed by a fist-fight between Shepherd and Price, and all the player can do is watch. This fight seems to go on for just a bit too long, as though Infinity Ward wants the player to pause and question which one of these two warriors is the one they should be rooting for.

That’s a question that can only arise from keeping that distance from Soap or any of the playable characters and a theme of true moral ambiguity that players have yet to really feel. If we were committed to the Americans we could root for Shepherd. If we were committed to the 141, it’s Price. Instead, Infinity Ward allows the player to make their own conclusions about who is right, if either of them is right at all. (Note: I am disregarding the nationality of the player for these purposes and focusing on the themes the game universally conveys. The influence of personal ethnicity, while valid, is a whole other entry.)

Obviously Infinity Ward is using extreme situations to convey these ideas, but my charge to creators is that these techniques can be applied to a wide array of narrative genres. Modern Warfare 2 proves that morally ambiguous choices can be conveyed in a game simply by showing all sides of a conflict. The execution here makes all the implementations of the “here is a good choice and here is a bad choice” path mechanics seem corny and laughable. Giving players the deepest understanding of the events they are participating in will yield greater immersion in the game as whole than some silly night/day choice system ever will. I can’t wait to see what lessons we all learn from Infinity Ward’s work here.

Related Posts

  • Jamie

    Great topic. I felt like this is a great thing to talk about, becuase I feel like you guys, with one or two that also jump to mind, are somewhat spearheading a movement towards reviewing games without using typical quantifiers.

    First I wholeheartedly agree with the point about numbering, alothough I kind of come to the same point from the opposite direction. I’m 21, my brother is 15, and within the age difference, we discuss games alot. And I’ll bring up a game and he’ll be like naaaah, that game got a 7. So he’s definetely one of those people you’re discussing. My reply is “but 7 on a scale tends to equal good,right?”. I mean 5 by all logic is average (and there’s nothing wrong with an average game depending on price, gameplay etc), but when did you last buy a 5 game? Exactly. IGN gave dark void a 5 and thats meant to be scathing.

    Not much to say on lettering because I am also guilty of looking at an A and equating to to a number or whatever, so its achieving the same means, and causing the same problems.

    Onto the system you are using, its great. As a listener, there’s something relateable to some guys sitting down round a table and discussing a game. What you liked, what you didn’t like. Maybe there was something awesome about the game, maybe something equally bad. Its fine to discuss those, inform the gamer so i can rent it and see for myself, or choose to buy it, there’s no need to equate that to a number. Maybe your negative is a pro to me. I’m going to get alot more out of being told about that, than looking at gameplay – 7,because thats how a review felt the pros and negs averaged out.

    Aside from your actual views, just the art of discussing it can invest me in the game ifi’ve heard of it or if I haven’t. I heard your voice, I learn what you think, so maybe I check out the pod to see if you disagreed with me for a change, or hoping the other guys were like no way. Getting to know the reviewer and his voice and way of thinking is being more and more relevent as video game “journalism” if you will takes off, and actually physically listening engages me in the debate or discussion.

    As an extra pint too, sometimes when you’re discussing a game out loud with your friends, your gonna realise things that you think about the game that you didn’t even realise when you were playing on your own. Thats a real pro point about the podcasts, that organic factor where the convo can go anywhere, and maybe you’ll think the opposite by the time your done. Its great so keep them up.

    My only big negative, is the capacity for manipulation of your words or views that presents itself when you don’t rate the game. I am definetely not as against metacritic as I know some of you guys are, I feel it does have its uses (another discussion) but sites like this can then go and interprete your review as they wish, and sometimes ruin the whole point by imprinting a score on it themselves. Kotaku even do it themselves, despite bieng a proponent of the scoreless review. They written reviews like that, then do the frankenreview feature, list giantbomb, and assign their starred reviews a score. I don’t like that as someone scanning through these sort of articles or sites may taken something from your review that wasn’t meant or plain wasn’t there.

    And lastly, on the try it thing…eh. I wouldn’t worry. Guess what? Alot of games sohlud be tried haha, and most often its the right recomendation because generally, gamers are going to have very varied views on games, and its impossible to give a fully appliable buy to everyone. Try it is always going to be relevent to some, so its a fine general standard.

  • Dave

    I like the buy it, try it, or skip it review style, but I think you could add quantifiable numbers to that system and enhance your recommendations. Ultimately, I listen to reviews to decide if I want to purchase a game or just wait to borrow it from a friend or rent it. Therefore, for me, a value based review system would be most beneficial. Each game could start off at $70 and lose value for facets of the game that detract from the overall experience. For example: Assassin’s Creed 2

    -$5 for creepy Muppet character models

    -$10 terrible climbing mechanics/control

    -$0 great story

    -$5 repetitive gameplay

    -$5 replay value is low

    This leaves us with a value of $45. It’s a good deal to find this game at this price (which happens to be the selling price as of writing this), but would not be worth buying at a higher price point in my opinion. I understand there is a complication in deciding how much to deduct for each shortcoming of the game. Although there is still a number attached to this review system, I feel that this gets away from the issues that typically arise with number based rating systems.

  • http://www.fourplayercoop.com Jim

    @ Dave

    This system seems entirely too flawed and adds an un-needed layer of complexity to our straight forward review style.

    Especially when you say you only listen/read reviews to figure out if you are going to try it or buy it. If you’re going to buy it, you’re going to buy it when you feel comfortable with the price. If you read a thousand glowing reviews, I assume you would just go out and pay the $60 price tag for a game, but if you saw mixed reviews you might wait til it hits your sweet spot. Which is going to be different for everyone.

    Also, like you said how do determine how much money comes off for each penalty against it? I’ve played lots of games lately that have terrible stories, but the game is fantastic. Can I deduct $40 from the price of the game for a bad story?

    It’s a step in the right direction to try and come up with innovative ways to rate games, but this doesn’t quite hit the mark.

  • Dave

    @Jim

    Good points. I realized when posting that it was not a perfect system, but I really enjoy seeing numbers put on things. Maybe it’s my German blood, but I like the objectivity of numbers. The beauty is that games are in no way objective when reviewed and placing a score or price on the value of a game will spark debate.

    Ultimately, you need to trust the people whose reviews you read and what their deductions would be and that is where your subjective opinion could really shine through.