Every week or so, I would really like to explain why I love
games with examples of ones I have played and ones I have made with the fantastic
teams I have had the honour of working with. Depending on university work I hope
to update fair regularly, thanks for reading!
I have just submitted my dissertation;
it was an exciting critical analysis of how videogames use mise-en-scène
to convey narrative within a game space. I was first intrigued by this subject
by Henry Jenkins’ amazing paper: Game
Design as Narrative Architecture (2002), he spoke about how games use the space
to convey a story and not just through cut-scenes but with the environment
itself.
Since the first year of university,
I knew my dissertation would focus on narrative because it is really important
to me, I like being spellbound by a game story, beating the game just to find
out about the characters, their predicament and the resolution. However I didn’t
know I would focus so much on the visuals until I read Henry Jenkins, Jesper
Juul and Gonzalo Frasca’s brilliant papers, I began to think “there must be
some way of not using cut-scenes, I mean; I think they are great but they are usually
not interactive and integrated narrative would be great too!”
Another thing which stirred this
idea of visual communication as narrative was a few moments in games that I
could point out to my friends and say “yeah, that was unexpected/clever/intriguing/surprising”
even though I didn’t do anything, it was something I had seen while playing.
Gun fire everywhere, it is a cacophony of noise and I’m
looking over the balcony railing to see my team being gunned down by the
enemies. I am being shouted at to head downstairs. Down stairs?! Goodness! So I
creep along the corridor to the stairs, readying myself for the ensuing battle,
reloading both primary and secondary weapon, when to my right I see a figure by
the empty staircase. He is a teammate, knees up to his chest, hands clasps
around them, his head is down. He is broken. What has he seen?
These were my thoughts while playing
a particular level in Call of Duty:
Modern Warfare 3 (2011), so while I was playing the role of a
battle-hardened soldier, fighting for glory, I was hit with this reminder, a
very clever and subtle one, of the brutality of war, quite poignant I think. And
all of this was created with visual communication, I didn’t need to be shown
it, I just saw the figure as I ran down the stairs, so it was placed in a
particular place for the player, to evoke a certain emotion.
I thought it was incredibly
effective and I applaud the decision to include that. Another game moment which
comes to mind is Quantic Dream’s Heavy
Rain (2010). Beware of spoilers please! The game certainly knows how to
pull at the player’s heart strings by way of emotional pleas of help, suffering
and friendship, dialogue and animation that makes you want to find the Origami
Killer, however the simple placement of some cardboard boxes evoked an array of
emotions for the main character Ethan Mars.
Cardboard boxes did she say? Yes, boxes. Not just any boxes. Cardboard
boxes. Ethan Mars, as you know, separated from his wife, you didn’t know? Beware
spoilers! Not many games give you a loving family, perfect home and great job,
but Heavy Rain hands them to you on a plate, how kind, however, tragedy strikes
and Ethan now inhabits a dingy house, it’s dreary, dark and sad. By using the
thought mechanic, whereby I can listen to the inner monologue of the character,
I could hear that he has his son for a few days per week. I walked around the
house and did a few missions, making your son some dinner, finding cough
medicine, helping him with his homework. But as I was traversing the home, I kept
noticing the boxes. Yes, those cardboard boxes.
I wasn't sure when the character
had left his old and more awesome home, seriously check it out, great set
design, but I could see the remnants of the character’s life in the boxes. I
must have analysed too much I suppose, but I felt quite sad for him, almost
pity, of course boxes aren't bad or terrible things to have in a home, but the juxtaposition
of the dark surroundings, drab interiors and the subject matter of his eldest
son’s death had created a connotation of despair and that was effective as I had
associated the boxes with his downward spiral, the designers were clever, all
that over some boxes!
Well that’s it for today, next
week: more exciting insights into my dissertation, mise-en-scène and Why I Love
Games, Part 2, thank you very much for reading!
Below are the games and articles I
wrote about and mentioned.
References
Heavy
rain. (2010) Directed by David Cage. Quantic Dream: France. [Videogame:
Blu-ray].
Call
of duty: modern warfare 3. (2011) Directed by Jason West. Infinity Ward:
U.S.A. [Videogame: Blu-Ray].
Frasca, G. (2001) Simulation 101: simulation versus
representation. [Internet] Available from: <http://www.ludology.org/articles/sim1/simulation101.html>
Accessed: 16/12/12.
Jenkins, H. (2002) Game design as narrative architecture
[Internet] Available from: <http://web.mit.edu/cms/People/henry3/games&narrative.html>
Accessed 15/12/12.
Juul, J. (2001) Games telling stories - a brief note on
games and narratives. [Internet] Available from: <http://www.gamestudies.org/0101/juul-gts/>
Accessed: 18/12/12.
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