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nintendoeats

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Why The Killer Can **** Right Off

EDIT: It has come to my attention that my definition of Ludonarrative was wrong. Ludonarrative is the relationship between events in a cutscene and events in the game. My points are still valid, but when I say Ludonarrative dissonance I am reffering to a disparity between a player's motivations and their actions.



(This article was a little more timely when I wrote it, but due to a change in circumstances I figured that I may as well throw it up here)

In my view, the term “video game” has become something of a misnomer. It certainly makes sense most of the time, but at this point video games are far more than sets of rules and goals. They are designed to make the player experience things, which do not always come down to the highs and lows of tactical decision making. That said, the sheer fact that one is able to acknowledge the broad potential of the video game medium does not make for great art. Just like any other form of media, the video game still requires a focus and purpose to be truly great, and that is why The Killer can fuck right off.

A brief description is necessary, though The Killer is free and only a few minutes long. I do recommend that you play it yourself, simply to make it more clear how utterly worthless it is. The Killer is a “notgame” in which you play as a man with a gun. That gun is pointed at a prisoner. The first few minutes are spent walking through various 8-bit environments by holding the space bar. After this trek, you are given a crosshair and told to shoot the prisoner. The game then does a rather clever transition (I give credit where credit is due) from a field of dead stick figures to the credits.

To recap, the entire interaction consists of holding the spacebar to walk and then choosing whether or not to shoot a prisoner. There is no context given for any of this, and no character development to speak of. It is merely a soldier, a prisoner and the overall theme of killing.

The problem that I have, the reason that The Killer can fuck right off, is that it completely fails to make a point. There is no reason to shoot the prisoner, so most people simply won’t and that will be that. The game does nothing to put you in the place of the soldier, to make you understand your character. There is extreme ludonarrative dissonance in the game, which essentially eliminates the biggest strength of interactive fiction.

But we aren’t done yet. Perhaps this ludonarrative dissonance is the whole point. By taking this moment out of context, the game proposes that any context would simply be a post-rationalisation. When you are presented with the choice to kill or not kill somebody, not killing them is the right choice. That is a valid theme for a work of art, but making a video game out of it is an absurd thing to do. The strength of video games is that they allow us to poke and prod at a system and experience it as the characters do. The Killer does NOT allow you do any of these things. It is a linear story that does nothing to make the player feel like they are experiencing it.

Imagine that The Killer was a short film. The characters never speak; all that exists between them is the power of the gun and a subtle emotional connection. This creates a world for your mind to explore during the process of the film, and it feels natural because the characters WILL behave accurately to themselves, whatever that happens to be. This is in stark contrast to a video game in which the soldier will behave accurately to the player, not themselves.

At this point one could be justified in saying that The Killer has value merely because THERE IS a message to it that can be interpreted. The problem is that I’m still not really sure what the game’s message is supposed to be. I didn’t come up with my explanation until thinking about The Killer for the express purpose of this article. There is no way to find a message in the game without facing the extreme intellectual flaws in its design.

Perhaps there is no message. Perhaps The Killer is just a thing to be experienced, and you take away from it whatever message you want. I suppose that it serves that purpose very well, but if we are satisfied with “a thing that you can experience, ” as either artists or consumers, then video games are never going to reach their true potential as an artistic medium. The Killer is ill-conceived and poorly designed. It isn’t my ambassador to the art world, it is not the thing that I would show to somebody to expose the strengths of games as a form of expression. In fact, as far as I’m concerned, The Killer can fuck right off.

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nintendoeats

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Edited By nintendoeats

@ShaunassNZ: I appreciate the confidence, but that IS how cults get started...nonetheless, thanks :)

@Grumbel: I made the mistake of reading this comment before going to bed. I've spent the last 2 hours thinking about it. Hopefully writing something will let me sleep.

On the first point, I completely agree with you. I could expand on the point, but more or less we are on the same page.

The key thing is that when I said "a thing you can experience" I meant it in the same way that a bunch of random sentences strung together is a thing you can read. Anything meaningful that you get out of it is pure coincidence.

On to the meatier topic of my "games as art" picks.

Again, this is the result of 2 hours of me lying awake trying to sleep but drifting endlessly back into thought. I easily got enough ideas for another couple blog posts out of it, so this is a seriously contracted version.

I recently reviewed solar 2, and that game does the thing that I really wanted Spore to do for biology: it lets you experience the evolution of the universe firsthand. When I became a black hole so big that it consumed the universe, and the cycle began again, it impressed upon me the inevitability of the cycle that the universe will take, with everything chaotically growing into a single entity that will collapse and begin anew.I don't know if that was a deliberate message, but it sure FELT like it. You can't get that from a movie, because a movie cannot allow you to experience the troubles of that single asteroid over billions of years.

On the other end of things, the original Metal Gear Solid has a tremendous sense of you being used by both your superiors and the enemy. It effectively puts the player in a situation where they have no choice but to keep doing what they are asked to, even though they are clearly beign kept out of the loop. The important thing is that both the player and Snake know that they are stuck in this situation, and that beyond their personal feelings there is an important mission that only they can do. It creates a soldiers dilemma and the message is something along the lines of "whatever other political bullshit is going on, you have to stop the nukes."

there is also a game called Iji. IIRC, it dealt with a race war and the way that you interacted with the factions could impact things in certain ways, but in the end you could only save earth if...I really need to play that game again to speak on it with authority. Also, it's free. If it works like I remember, that game made a good damn point. It was also just really engaging.

There are many other games that I would mention as having deliberate messages conveyed through interactivity. The problem is that they all fall short in specific ways. These include Fallout, Farcry 2 and Enslaved.

Then there are a whole pile of games that I wouuld happily show to people as being art and worthwhile experiences, but without clear points. This si the category where things get really complicated. I'm going to leave it there,because I have to try and sleep again.

I'll look at the rest of the comments in the morning. Night all!

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h0lgr

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Edited By h0lgr

Well, we've been here before, and I believe we came to the conclusion that The Killer can indeed f**k right off.

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Ragdrazi

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Edited By Ragdrazi
@h0lgr: I don't agree with that conclusion. If that's Giant Bomb's concision then it needs to f**k right off. It just feels like hardcore gamer pretension to attack a tiny art piece this vehemently.
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Junkerman

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Edited By Junkerman
@nintendoeats:   I enjoyed reading your post.  It is well written and expresses your thoughts on the subject clearly.  I too was unimpressed with the game, so unimpressed that I hit the back button on the browser and forgot about it until now.  Upon reading your post and thinking about the subject more actively; I've decided I feel the same way.  The Killer can fuck right off!
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SeriouslyNow

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Edited By SeriouslyNow

The Killer isn't a game.

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Ragdrazi

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Edited By Ragdrazi
@SeriouslyNow: So fucking what?
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SeriouslyNow

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Edited By SeriouslyNow

@Ragdrazi said:

@SeriouslyNow: So fucking what?

So read my other posts and pull your head in.

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Ragdrazi

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Edited By Ragdrazi
@SeriouslyNow: You expect me to pick through this whole thread to find what you've wrote? I'm not going to do that.
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SeriouslyNow

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Edited By SeriouslyNow

@Ragdrazi said:

@SeriouslyNow: You expect me to pick through this whole thread to find what you've wrote? I'm not going to do that.

OK, so go off half-cocked.

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Ragdrazi

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Edited By Ragdrazi
@SeriouslyNow: You know that anyone coming in at this point on the thread isn't going to pick through the thread. So you have two options. Explain yourself. Or let it go. You've chosen option three. Personal insults. Fun times on the internet.
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deactivated-5a1a3d3c6820c

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@Ragdrazi said:

@SeriouslyNow: You know that anyone coming in at this point on the thread isn't going to pick through the thread. So you have two options. Explain yourself. Or let it go. You've chosen option three. Personal insults. Fun times on the internet.

This entire thread pretty much consists of only his and a few others going back and forth. Start at page 2 you lazy fool.

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Ragdrazi

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Edited By Ragdrazi
@Khann: Actually, no. Fuck both you and him.
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SeriouslyNow

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Edited By SeriouslyNow

@Ragdrazi said:

@Khann: Actually, no. Fuck both you and him.

WTF dude? Calm down.

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Grumbel

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Edited By Grumbel
@Fenrisulfr said:

Now, which one of these two examples looks to be more impactful?

The Bastion example sounds just your average melodramatic video plot and according to some, not even a very good one (can't really judge myself, as I haven't played it). It might make an interesting story, but it really doesn't tell you much about the real world.

In The Killer, you're a guy pushing a guy. No context. No idea who the two people on screen are. Who are you? A soldier? A revolutionary? A state soldier? An executioner? Who is the other guy? A civilian? A spy? An assassin? Another soldier? A leader of a rebel movement? An oppressive leader? A soldier? No answers. No context.

Yes, and that's the fricken point of the thing. It makes you wonder what the hell is going in, it makes you ask questions, it makes you think. It just doesn't tell you up front, as then it would be pointless to have the thing interactive when you already knew what would happen. It is not about giving you choice and letting you do what you want, but about presenting a piece of history and forcing you to reenact it. An alternative ending in the The Killer, that some might have missed, is that both of you get killed by a mine. It just happens, boom, and bang you are dead, no warning, no way to avoid it, it just happens, because that's how it works. It might not be good gameplay, but it can make a much bigger impact that way then just jump'n running Mario style over landmines. Also The Killer gives you all the answers you want, but only at the end.
 
In a sense, I see what The Killer does or try to do like a primitive version of Quantum Leap, that TV show where a guy time travels into other peoples body and then has to figure out what is going on and how to fix it. As the whole act of figuring out what is going on is a large part of what makes the thing interesting.
 
That said, I don't consider The Killer to be a perfect execution of the concept, but at least its an interesting direction into which it is going and making it more video gamey wouldn't really add much to it or even take away.
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nintendoeats

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Edited By nintendoeats

@Grumbel: Like I said in OP, the ludonarrative dissonance kind of destroys that whole re-enacment aspect. since the player has no real reason to shoot the prisoner, they usually won't unless they just feel like being dicks. In the end, it totally didn't give me all the answers that I wanted.

I completely agree though, it's a very interesting direction. That is the purpose of this whole intellectual exercise: To figure out ways that The Killer falls short and avoid them in the development of the concept.

In fact, making things more "video gamey" isn't necessary at all. Most games that accomplish this type of thing are like massive machines designed for the precise art of breaking eggs. The Killer was an attempt to break an egg with a much smaller machine that you could keep on your counter. It was just exceptionally poorly designed and won't work 95% of the time.

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coakroach

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Edited By coakroach

Its a pretty shallow look at a genocide thats for sure.

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GunslingerPanda

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Edited By GunslingerPanda

Well that was a shit "notgame"

Thanks for making me waste five minutes holding the space button.

And no, this pretentious piece of shit doesn't "make you think," because it doesn't make you care. It fails on every level it tries to succeed at.

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napalm

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Edited By napalm
@GunslingerPanda said:

Well that was a shit "notgame"

Thanks for making me waste five minutes holding the space button.

And no, this pretentious piece of shit doesn't "make you think," because it doesn't make you care. It fails on every level it tries to succeed at.

Be angrier at a flash game on the internet, please.
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jacksukeru

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Edited By jacksukeru

@GunslingerPanda said:

Well that was a shit "notgame"

Thanks for making me waste five minutes holding the space button.

And no, this pretentious piece of shit doesn't "make you think," because it doesn't make you care. It fails on every level it tries to succeed at.

You went five minutes holding down the space button without thinking? I don't believe that. I bet during those five minutes you thought about the "notgame".

Personally, I spent those five or so minutes pressing the space bar, letting go of the spacebar to see if I got a different messages at different times (I did), trying to let go of the spacebar to avoid pushing the little stick prisoner so harshly and thinking; this is one of those games that is going to have some sort of "message", I know this much. At the same time it is a game so whatever choice that I am given will already have a response calculated for it. Whatever I choose the game will get to preach its message based off my choice, there'll be no way to "beat the system", this I was sure of and it annoyed me to no end.

The end came, I'm supposed to shoot the guy. I fired into the sky to see if it would let me. The guy started running away, was he gonna make it?

He made it, it seems like. Music starts again, slow zooming down, lots of "bodies" I guess, small and black, they remind me of bugs. Epilouge text, so it's about some conflict where there were some kind of genocide, neat. Wait,"I" showed mercy so I would be executed, I frikkin' knew it! Game wouldn't let me win!

But I guess if I were in that scenario in real life there wouldn't be a way to win, these terrible things do happen and the people involved have no way out of them, maybe that's what it's trying to tell me. DAMNIT! Stupid art game! Now I'm trying to decipher some kind of meaning out of it, this is just what it wants me to do! Argh!

I played it again when it was posted on the site a while ago, out of the four endings and three choices I made the same one again.

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Kyreo

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Edited By Kyreo

Man this thread really turned into a slugfest.

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RedRocketWestie

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Edited By RedRocketWestie

@nintendoeats said:

@Grumbel: Like I said in OP, the ludonarrative dissonance kind of destroys that whole re-enacment aspect. since the player has no real reason to shoot the prisoner, they usually won't unless they just feel like being dicks. In the end, it totally didn't give me all the answers that I wanted.

It uses the built-in context of gameplay expectations (i.e., if text tells you to push space, you will push space) to make you think the game is expecting you to also shoot the man when the crosshairs come up. Many players will deliberately defy this expectation in because they're not dicks, as you said, but then the afterword tells them their decision was meaningless after all. The game gives you 5 minutes to think that you're going to outsmart it, that you are a better person than the avatar on screen, then tells you that you were in a situation you could never win in the first place. That's where the emotional impact comes from, not the connection to the in-game context, but the real-life you being completely ignorant of a hopeless situation (like the author was about Cambodia before he visited).

Sorry if this has been brought up; I only had the energy to read a couple of pages. I will go back and read more, though; this is fascinating stuff. Thanks for getting me thinking about it, nintendoeats.

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DevWil

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Edited By DevWil

i didn't like this (not)game either. i thought it was really dull, and i honestly don't think games are the best way to report on real-world catastrophes. it always just seems so inefficient. sure, you can use games to tell any kind of story you want, but make sure that there's a real reason for doing so and not just writing about it. combine that with the fact that this issue isn't even contemporary (if i'm not mistaken), and i found the whole thing really unimpressive.

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landon

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Edited By landon

@DevWil: Thanks for your input. This has made me completely rethink this 4 month old thread.

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MikeGosot

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Edited By MikeGosot

That reminds of Limbo. Sure, Limbo was cool. But there was no purpose, there was barely a history and absolutely no way to connect the "dots".

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DevWil

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Edited By DevWil

@Landon: is commenting on someone's blog a ban-able offense? and what are you contributing other than... nothing?

i wanted to voice my support for the OP's position. i'm sure he appreciates it, and i get to express my opinion about a game that bothered me as well.