Killing the Character

The moon is high over the Nibenay Basin in the province of Cyrodiil.  I am being chased from a cave by an angry Minotaur because I stole an enchanted claymore.  I am Raffen Valnyd, a Wood Elf archer with a penchant for adventure and a generally sunny disposition.  I get on well with the town guard, and many of the chapel healers admire my dedication to upholding the law.  Yet apart from the fact that I have spent the most recent part of my life in prison, the details of my life are completely blank.  My Imperial gaolers did not provide me with so much as a name or a race and, upon breaking out of my cell I have spent my time establishing everything about myself, from my proficiencies to my personal inclinations to my food preferences.  I am, quite literally, a self-made man.

This sort of open-ended character minimalism is the hallmark of the above Elder Scrolls IV: Oblivion, and a handful of other open world titles similar to it, yet for as much praise as this type of gameplay generally receives, we don’t see very much of it.  From Halo to Metal Gear Solid to freaking Mario, the majority of games today strive for presenting a tightly focused narrative, centering around an iconic blockbuster character.  The ultimate goal seems to be to create a cinematic experience that rivals something found in Hollywood; in fact, the term “cinematic” has become an almost universal exclamation of praise to be bestowed upon a game.

Except games aren’t cinema.  I’ve said it before, and I repeat myself emphatically now – video games and films are two totally different mediums, and the former should absolutely not strive to be the latter.  Unfortunately, when you create a game spotlighting a prominent, highly featured central character, the experience as a whole tends to gravitate, even subconsciously towards this false holy grail of the “cinematic game experience.”

The problem is this – these characters have voice (literally, in most cases).  They have history and motivations.  They’ve been established.  These are all filmic conventions for creating a narrative.  But here’s where the big difference between games and film gets dragged painfully to the surface.  Films are, narratively speaking, a static medium.  You watch the story played out by the characters, and you are completely beholden to it.  Video games, on the other hand, are almost the very embodiment of “dynamic medium”, and to try and force static narrative conventions like firm characterizations on to a dynamic medium can create serious problems.

Look how cinematic this is! Now excuse me, story-driven cutscene, I have some cops to kill.

Consider, if you will, Grand Theft Auto IV.  In Rockstar’s latest magnum opus, you play as Niko Bellic, a Balkan immigrant with a sordid past.  Though he is motivated by his guilt, his straight-laced yet eternally unlucky cousin, and a blossoming romance with the innocent sister of one of his new compatriots to break free of his history of violence and ultimately change his ways, he inevitably finds himself ever dragged back down into the underbelly of Liberty City.  This internally-motivated conflict forms the narrative backbone of GTAIV, as we are told through beautifully rendered, very cinematic cutscenes and in-game dialogue between Niko and the game’s other characters.

Here’s the rub – Grand Theft Auto IV is a game that predicates itself on absolute player freedom and open exploration in a living city.  To try and force a fixed narrative into a game like that seems at best, silly and at worst damaging to the game’s credibility.  We are told through cutscenes that Niko desires a break from his violent past, yet I have distinct memories of mowing down businessmen in a stolen Lamborghini (sorry, Infernus) dropping hand grenades out my driver-side window to evade the police.  I dated several girls from the Internet (and even railed a few) in spite of the seemingly serious relationship being developed with Kate McReary.  In other words, I could do things that were directly contradictory to the characterization of Niko I was given through the game’s static narrative, and it had absolutely no bearing on how the game played out.  It was as though Rockstar’s Niko and my Niko were two totally different characters who just happened to inhabit the same game world.  The tension (or, to get terminological on you, “ludonarrative dissonance”) that this caused got so bad that as a result, the game’s deep and (let’s face it) heavy handed narrative started to diminish in impact.  The cutscenes were, after all, just distractions I had to endure in between my rampages of violence and debauchery.

Obviously few would realistically argue that the way to avoid this problem would be to remove some of that choice from games and force you with a stronger hand to walk the path outlined by the story.  That would strip games of their defining elements, and we’d simply be playing through somebody’s long-winded, 12 hour movie – no thank you!  Instead, let’s finally recognize the differences that games have with film.  Films use characters and established narratives to communicate their thematic messages because those are the only tools available to them.  In a video game, I don’t need that because I inhabit the world myself.  I literally create my own story.  To cling to these vestigial elements only holds games back from their true narrative potential and as a result we get a massive confusion of story and gameplay.  Let’s finally take the step and cut the character, or at least the “narrative” character out of the equation altogether.

This poster boy doesn't even have a name. Take that, Master Chief.

It’s encouraging to see that some developers are already experimenting with this.  I recently bought Ubisoft’s Far Cry 2 on a whim, and upon playing through it was impressed at how character-agnostic the game was.  Before the game even begins, you choose a character to play as from a list.  No characterization is offered; you have nothing but a name and a nationality to distinguish your chosen avatar from any of the others.  The game itself features no overarching narrative that guides the action.  That’s not to say that the game is listless and nebulous, as you are playing through a story of sorts.  But Ubisoft is stingy with the details and that is, ultimately, the game’s greatest strength.  You know the basics (setting, overall “point” of the game, etc).  The rest is up to you.  There are no cutscenes to try and tell you what “should” be happening.  The action is never broken up (or worse, contradicted) by distinct “story” segments, for there’s hardly any to speak of.  The story in Far Cry 2 is simply the story of your chosen mercenary, as told by you, the player, through the action that you choose to take part in.  You create it as you play.

The truth is that video games are an excellent storytelling medium.  Their narrative potential surpasses, I think, even that of film.  Which is why it kills me that people seem to be obsessed with making games mimic movies as much as possible.  To try and recreate the cinematic in a video game seems, if anything, to be limiting to the medium.  Grand Theft Auto IV is, almost objectively speaking, a fantastic game and a genuine achievement for video games as a whole.  Yet as I was playing it, I couldn’t shake the feeling that I was playing somebody else’s story with somebody else’s character, with me just being the vessel.  In video games, we are no longer simply the audience.  We are now also the author of our own story, as told by how we play.  These blockbuster characters, as well established and expertly characterized as they are, are a barrier to video games actualizing on their narrative potential.  We must move past cinematic mimesis and kill the character in order for games to truly come to life.

2 Comments

  1. Excellent post!

    I’d love to see a comparison between GTA IV and Saint’s Row 2, as the gulf between cinema-aping narrative and player-authored narrative is chasmic between those two. In GTA IV, it’s dissonance all the way. In SR2, its slapstick world and emphasis on player determination of character (in terms of appearance, at least) and its ludicrous themes strike a surprising harmony.

  2. David

    Cinematic games can be great, but if they offer choice, the cinematics need to branch accordingly. Game worlds need to become more reactive if they are to be more believable. I’m hoping for a resurgence of the immersive sim, especially since graphics tech is stabilizing and becoming more and more vendor-based, freeing artists and designers to go wild.