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Press X to Experience Feelings

Advanced Warfare's clumsy funeral scene shows how games are struggling to get players involved in storytelling.

Everyone has an opinion on the Call of Duty games, even if the opinion is not having an opinion. As gaming's biggest annualized franchise, the release of a new Call of Duty prompts plenty of chatter, snark, and thinkpieces. While some are talking about how Sledgehammer Games appears to have breathed new life into the aging franchise, others can't get over a screen shot that made the rounds on Sunday.

Not exactly subtle, you know?
Not exactly subtle, you know?

This moment takes place in the first hour of Call of Duty: Advanced Warfare, as Sledgehammer sets the stage for yet another bombastic single-player campaign. Some mild plot spoilers follow.

Privates Jack Mitchell (the player) and Will Irons are sent to Seoul, South Korea to push back on a North Korean invasion. The two are friends, and have been fighting alongside one another for years. At the end of the mission, their objective in sight, Irons gets his arm trapped in an aircraft that's about to take off. Worse, Irons had just placed a bomb inside it. They're unable to dislodge Irons' arm, prompting Irons to push Mitchell into safety. The aircraft explodes.

The next scene opens at a military funeral for Irons. After a short speech, several people approach the casket, including Kevin Spacey's character, Jonathan Irons. Eventually, you're given control over Mitchell, but there's only one option to move the game along. Mitchell needs to approach the casket and, as the game instructs, "pay his respects." It's an incredibly clumsy handling of an early emotional beat.

Or is it?

OK, it is. But I don't know if it deserves the dogpiling that's surrounded it. Call of Duty is an easy target, so everyone wants to get a punch in. Call of Duty has never tugged at our heartstrings, and Advanced Warfare isn't setting the series bar much higher. But a Call of Duty game giving players an opportunity to pay their respects to a fallen comrade, even if it's placed within this pseudo-futuristic interpretation of America, is interesting. It suggests the storytelling happening in smaller games might be rubbing off.

It's also not the first game to command eyerolls for a contextual action. It was only a few years ago Homefront bizarrely asked players to "press x to hide in mass grave." It's true. That was probably way worse. There's also the "press X to Jason" meme from Heavy Rain. Players could press the X button over and over, prompting the main character to endlessly and awkwardly yell for his lost son.

Contextual actions are tricky. More games are trying to ditch traditional cutscenes, sections where players might be tempted to put down the controller. Now, more games are giving agency during quieter moments focused on storytelling. That's what Sledgehammer was trying (and failing) to do here. It's easy to imagine a scenario where the player is never asked to do anything. It's pretty common for "interactive" cutscenes to be little more than a guided walkthrough where the player can move the camera to look around them.

Advanced Warfare's mistake was calling a spade a spade. "Press X to pay respects" reads like developer lingo. It describes the action in such a literal manner, it's impossible to take seriously, so it falls flat.

But as players, we've been trained to interact with the world around us.

When I play a new game, the first question I want answered is whether the toilets can be flushed. It's weird, but it answers a bunch of questions about the game's design goals. Is this the kind of game where the designers expect me to explore everything around me, or should I stick to the path and see what lies ahead? The toilet question gets right to the heart of it, albeit it doesn't work every time. You're supposed to explore in Alien: Isolation, but the toilets are static. (Why else do you think it didn't get five stars?)

Duke Nukem 3D, the game that inspired my quest to interact with all video game toilets.
Duke Nukem 3D, the game that inspired my quest to interact with all video game toilets.

Call of Duty has never been this type of game. It's straightforward. Hide in cover, shoot the guys, keep moving. You might look around to search for hidden intel to unlock some bonuses, but it's largely about progression. There is no lingering and taking in the scene around you. Keep shooting. It's a perfectly valid approach, but one that runs into problems when the tone changes, and the action needs to slow down. Call of Duty's design ethos probably explains why "press X to pay respects" even exists. The game's afraid you'll turn around and leave before paying your respects. The player may not want to, but the designers want you to. The big, floating symbol is the carrot. Who can resist pushing it? Anybody would.

With "press x to pay respects," players have only been given a tiny window into the relationship between these two soldiers. It's hard to build an emotional bond when the minutes spent building said bond can be measured on one hand, and most of the time is spent learning the game's fancy new features. What if the moment had been completely optional? What if it was one of several private moments Mitchell could have experienced during this scene, a way of emotionally contextualizing the character's response?

There are ways to imagine the slightly different, more effective scene, especially since the rest is excellent. I've only played a few hours of Advanced Warfare, so I have no idea whether the story's worth caring about, But as the video above shows, how it transitions to the next mission is wonderfully jarring.

Advanced Warfare employs the most blunt tool possible to achieve its goal, but in doing so, undermined its emotional arc by being tone-deaf. It probably won't be the last game to fumble a contextual action, but maybe it'll prompt games to device better ways to incentivize players to participate.

Of course, maybe Alex Navarro had the right idea all along:

No Caption Provided

Patrick Klepek on Google+

191 Comments

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sammo21

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Edited By sammo21

I didn't feel that this was an attempt to force, or elicit, emotions from the player. I think that this was simply another example of what you had seen a few times already by that time in the campaign: interactive cutscenes. Opposed to being QTEs (which this isn't in this case, there is no "time limit" to be seen) this simply allows you to engage in the interaction and then move on. Doing this not only reveals the character'semotions but it also shows you the extent of your injuries from the mission in Seoul. Added to that it shows you the state of mind Mitchell is in that might allow him to make the decision to join ATLAS. There's more going on than "lol forced emotions".

I also wish people would stop acting like a button prompt in a QTE. QTE is where action is replaced by pass or fail button prompts. An example of this is pounding the 'square' button earlier in the game or you fail the mission. Having you press 'R3' to open a door, 'square' to shake someone's hand, or other functions is not a QTE.

I didn't find this offensive or even worth mentioning. I didn't text a friend and say, "LOL what about that funeral, huh?" Just like the people who had a problem with Shadow of Mordor and the 'kiss wife' thing, this has become more of an eye roll moment for me. I found the "press x" moment to be more about subtext than anything else. To think they expected you to shed a tear and say, "Boy, they were close" is missing the point I feel. Should it have been optional? I don't know...if it was you'd miss the other things they wanted you to see, but unfortunately people were too busy worrying about "pressing x to pay respects".

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swordmagic

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Guys it's a video game have fun

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DrankSinatra

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"It's hard to build an emotional bond when the minutes spent building said bond can be measured on one hand..."

Haaaaaaaaaaa.

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Honkalot

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I also just remembered No Russian thanks to the article.

The early CoD games were baaaaaaaaaaad at trying to make the player care about anything.

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Homelessbird

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@sammo21: Yeah, I agree with most of what you said here. Although I wonder (aloud) if this scene has more impact for people that have been to a similar funeral (as in, for a soldier killed in battle). It certainly seems to have worked better for me than some, and I'm pretty sure that's the reason.

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cyberfunk

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The best game to ever incite emotions through its mechanics for me was Brothers.

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Honkalot

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The Kiss Your Wife thing was not really the same thing was it?

I haven't played it but from what I could tell the game was tutorializing slitting throats with your wife and flowers as a stand in. Pretty sure I remember that being what that discussion was about.

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jimipeppr

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Edited By jimipeppr

It seems like it's just another way of saying "press X to advance the scene." Is there really a hullabaloo over this? Maybe the emotion that you could feel would be from not pressing X right away and soaking in the funeral scene?

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matatat

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It suggests the storytelling happening in smaller games might be rubbing off.

I feel like this is a bit of a stretch.

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bargainben

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I feel like this is about as subtle as Transformers when it tries do get all emotional. Its just a blunt hammer. Feels appropriate.

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Snail

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Edited By Snail

The game's afraid you'll turn around and leave before paying your respects. The player may not want to, but the designers want you to. The big, floating symbol is the carrot. Who can resist pushing it? Anybody would.

Well, since you don't really have an option, it's not much of a matter of "resisting". You just have to press it if you want to keep playing the game, right?

The fact that you can just stand there awkwardly for 2 hours in a silent funeral if you choose to, by simply not pressing the button, is part of the reason why the scene lacks emotional resonance: it's deeply entrenched in the uncanny valley, in many different ways (i.e. video-games).

P.S.: Is a character nicknamed joker, like, obligatory in every game where army dudes are involved?

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vhold

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Edited By vhold
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Mister_V

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@badfinger said:

I think Call of Duty's problem is presenting the interaction in the UI. They don't show a silhouette of a detonator with the UI prompt that just says "Use" or "interact".

Yeah, that's exactly it. If they had a visual language to denote interactive objects, they could have gone without the exceedingly stupid text prompts and avoided all this mockery.

Yep. if it just said "Press X" We wouldn't be having this discussion.

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cLoudForest

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If they really wanted to go for some expression of emotion in the scene they could have done it so much better if the button prompt was for you to walk away. Then the player could choose to linger for a moment before the coffin whilst the wind rustles through the leaves of nearby trees and muffled sobs from a bereaved relative sound in the background. Maybe if you waited long enough then your character rests their hand gently on the coffin lid, and if you waited a little longer someone would eventually come up and lead you away with some consoling words. That way you'd actually be expressing something with your button press, leaving immediately to play out either being unable to deal with the scene or angry at a wasteful death (or "meh, skip"), or choosing to wait to express more sorrowful feelings.

I don't think the issue is using a button-prompt per se, it's just the trite way it tells you how to feel rather than allowing the player to actually choose how their character should feel or how they should express those feelings.

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vibratingdonkey

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Click "Post Reply" to make witty joke.

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rmanthorp

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Edited By rmanthorp  Moderator

@counterclockwork87: I don't his stance on it - I read it over after the comment and it was pointed out that Patrick is positive on the issue - I'm just glad people are bringing it up because of how polarizing it is with people on both side. I do not like it.

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vibratingdonkey

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I haven't played the game, but watching the scene, the feelings conjured up within me beyond "oh god what happened to that guy's arm!?" was this...

Don't think that's the feeling they were going for. Then I felt kind of silly for feeling this way about a Call of Duty game. But they did try to create this quiet emotional moment, so it's fair to criticize I feel.

Then I felt we need a JimAbrahams game.

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Alucitary

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I'm glad that you touched on the fact that it's not really as big an issue in the context of the game as people are making it out to be. Yes it's silly, but it wasn't really being relied upon to evoke emotion as much as the act of the sacrifice in the mission prior. like meet ThePyro said:

I disagree with the sentiment that CoD has never tugged at our heartstrings. I think what happens to Gaz and Capt. Price at the end of CoD 4 is a really effective emotional moment.

CoD can have some powerful moments but it, like many other games, can only really achieve it when you are performing the primary gameplay because it is the point when you are usually most in sync with the character you are controlling. The funeral was basically just hitting the breaks so that you could take it in. That said it didn't elicit much reaction from me in particular, and as you explain in the article the game industry should try to make those slower moments more engaging so that they can evoke those elevated emotions that we feel while in the action.

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Seeric

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Edited By Seeric

Funeral scenes in video games tend to be a common stumbling point I think. I remember the same sort of reaction surrounding the 'funeral minigame' in Lost Odyssey, so I don't think it's just a matter of people making fun of Call of Duty due to it being an easy target.

The problem here is that it's easy to see a way in which this could have been avoided with minimal effort on the part of the developers. First, have a mandatory, unimportant event at the start of the game be established as the 'do stuff button', such as "Press X to give a thumbs up". Next, have a mandatory, but still relatively unimportant event again require the player to press X without giving a prompt - the player might fumble around at this point, but they'll eventually get it and the lesson of 'press X when you need to do something' will be established for all future events. Finally, since they don't want the player to simply fumble around at the funeral scene (the prompt is likely to make the player understand that control has been given back to them in order to avoid having the player awkwardly stand there for a minute or two expecting something to happen), have the game initially walk the player towards the casket and then stop halfway and give the player control (if while only allowing the player to move forward; the player will establish that control has been handed back to them (it might take a few seconds, but it's an emotional scene and the protagonist hesitating while walking forward wouldn't break the immersion) and will be trained to press X when they reach the casket, problem solved.

The problem here isn't so much one of game mechanics as it is one of direction (the prompt is too much, no prompt at all along with nothing to hint at handing control back would be too little) and either failing to establish consistent mechanics or of failing to trust the player to have learned that such a consistency exists.

EDIT: I just noticed a typo near the end of the article as "...device certain ways to incentivize players..." should be "...devise certain ways to incentivize players...".

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Zefpunk

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The biggest problem with this is not that it is interactive, it is once again an example of video games trying an failing to understand what makes a moment weighty or emotional.

Like Patrick said, this moment happens hour 1 of a 5-6 hour campaign. The guy that dies is your "best friend" although the game doesn't do anything to establish your friendship with him, or show any development of his character so that you would care if he dies.

You just meet the guy, are told he is your friend, and then are supposed to care about his death, only because the game tells you that you should care.

You don't care though, and are more prone to fuck around and find the scene humorous because you have no opinion of the paper thin character.

Some of this has to do with the game's objective to be a wild thrill ride and the length not allowing for many quiet, character developing moments. Most of it has to do with the continued failure of video games to be able to grasp simple effective storytelling devices.

There are action movies with more character development than CoD.

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probablytuna

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@patrickklepek: Not sure if you already commented about it, but what did you think about Shadow of Mordor's 'Press X to kiss your wife'?

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spraynardtatum

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Hilariously stupid!

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cikame

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What is strange about it is that surely just by being at a funeral you are already paying your respects, funerals are subtle and the feelings you have stay with you before the service, throughout and after for a long time, something less gamey would have been better and i can give an example... From Call of Duty.

Modern Warfare had a scene where the player, controlling a soldier named Jackson, slowly play through his death in the memorable nuclear explosion scene. I've played that scene multiple times and it's not just a scripted sequence, it seems to be variable in some small but important ways, the time before death, the distance you can crawl, moving in certain directions gives you small background effects i believe one is the sounds of school children playing, that might hint at Jackson having children back home.
The game doesn't ask you to press anything just explore, which is always a natural thing to do in a video game, it's also important that you can't see his hands when he's crawling which would probably be how that scene would work these days, looking at gloves would distract and his hand motions would inform the player on how Jackson is feeling, oh he's feeling pain, oh he is dizzy, his finger just clipped that rock etc... Just let the player fill in the gaps themselves.

When Gaz died in the same game that was also kind of crazy, it worked because it was the first time someone was taken so abruptly in a CoD game and they definately overdid it in future games.

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xXHesekielXx

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Edited By xXHesekielXx

This scenarios are just stupid. Don't give the player a choice when there isn't anything to choose between...

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fisk0  Moderator
When I play a new game, the first question I want answered is whether the toilets can be flushed. It's weird, but it answers a bunch of questions about the game's design goals. Is this the kind of game where the designers expect me to explore everything around me, or should I stick to the path and see what lies ahead? The toilet question gets right to the heart of it, albeit it doesn't work every time. You're supposed to explore in Alien: Isolation, but the toilets are static. (Why else do you think it didn't get five stars?)
Duke Nukem 3D, the game that inspired my quest to interact with all video game toilets.
Duke Nukem 3D, the game that inspired my quest to interact with all video game toilets.

Call of Duty has never been this type of game. It's straightforward. Hide in cover, shoot the guys, keep moving. You might look around to search for hidden intel to unlock some bonuses, but it's largely about progression. There is no lingering and taking in the scene around you. Keep shooting. It's a perfectly valid approach, but one that runs into problems when the tone changes, and the action needs to slow down. Call of Duty's design ethos probably explains why "press X to pay respects" even exists. The game's afraid you'll turn around and leave before paying your respects. The player may not want to, but the designers want you to. The big, floating symbol is the carrot. Who can resist pushing it? Anybody would.

This part about trying the toilets first in a new game is interesting. The original Call of Duty actually made a point of telling the player there was no use in exploring the surroundings. When you start the campaign in that game you've just landed outside a house, whose door is closed. When you walk up to it the game straight up shows you a hint with text somewhere along the lines of "You don't need to open doors. If a door is closed, it means your objective is elsewhere".

I guess that also comes across as the same kind of developer lingo, where instead of showing the player where to go through subtle visual cues (like Valve), it sets up a scenario where it looks like you should be able to go off the beaten path, and then directly telling them that isn't what you do in this game, and it kinda made me unable to really enjoy any Call of Duty games.

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KarlPilkington

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Sorry but this seems like a pointless article. Other websites already covered this yesterday and it just comes off as an attempt to create controversy.

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bemusedchunk

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I'm pretty tired of interactive cutscenes.

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theoreticallyme

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I have no problems with 'Press X' being treated as an emotional moment in theory. There's a scene at the very end of The Walking Dead: Season 1 where I was asked to press X to interact with Clem that was a very well handled emotional moment that's really memorable for me.

I also don't expect COD to be anything more than a summer action movie of a video game. That's why I'm playing single player. COD won't be TWD and that's fine, but here I think it didn't work for me as a summer action movie either.

In an action movie this would have been framed to extract maximum emotion. It would have cut between a shot of our hero, the grieving widow with a decorated military dude putting a comforting hand on her shoulder, and a small child standing like JFK Jr. saluting his dad's coffin.

Basically, while pressing X was a miss for me what was more of a miss was giving me control over my character or the camera at all here. It wasn't just pressing X, but the fact that after doing that I took the time to poke around and see, as Patrick says, if I could flush the toilets. Watch the Conan O'Brien Clueless Gamer segment on this for a great example of how ANY interactivity here breaks the drama. He laughs at Press X and then spends a bit staring at the other NPCs and waiting for them to react to him.

I'd be really interested to hear a designer on this talk about why they made the decision to make this an interactive moment as opposed to a cut-scene where they could take advantage of the great performance capture they had to really make this a big summer movie action moment.

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Max_Cherry

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I don't care what anyone says. That's hilarious!

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spraynardtatum

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Edited By spraynardtatum

They should make it so that if you hit B or trigger instead you fail and fall into the grave and die.

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Paindamnation

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The Article is pretty good but this is just another contextual tool that is in ANY game. "Hold LT and RT to escape from your pod" "look up and down to calibrate sensors" etc. It's just another trope of gaming, not deserving of all the press. But just like anything else with C.O.D the generalist public will look at it and have something to complain about. Decent article though Patrick, definitely gives a little insight on your approach to games and your philosophy therein. @patrickklepek

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AssInAss

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You want to see a great funeral scene in a game play the Darkness 2. Very well done and I literally gasped at the audacity of what occurs. They know what they are doing.

Such an underrated game for its storytelling. Excellent characters, the amount of ambient dialogue rivals any adventure game. As emotional as the first game, the diner dance had me welling up. It took me a while to realise Enzo is gay, on top of being a fun character.

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Aetheldod

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@regs79 said:

I'm surprised no one has brought up Batman Arkham City when talking about this. Press "button" to pay respects to your parents.

http://www.youtube.com/watch?v=O3mXH1r_mAc

Shhhh ... you will ruin the narrative that only indie games do it.

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me3639

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Was this some kind of writer retailation because COD was good this year? This is like the 5th article i have seen written about a moment that is irrelevant to the whole experience. Video games people, seek out real life where they are lot more problems than pushing a button.

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Tomorrowman

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I didn't have a problem with the moment. If you took the press x part out I don't even think we'd be talking about it. Is it clunky? Sure. I'm just glad one of the best shooters on the market is at least playing with the idea that war isn't all glorious and oscar Mike hoo-ahs.

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IndeedBeni

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What annoys me about it is the text prompt. I don't care if you have a choice or not, the text just makes it look really hokey. Just a simple X when you approach the casket would suffice, and make quite a difference. Imagine if there had been a text prompt in MGS3: "Press square to shoot Boss in head"

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Redhotchilimist

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Edited By Redhotchilimist

I'm not offended or anything, but there are better ways to do this. Brothers had you use buttons you didn't think were available to you anymore. When you get a choice at the end of Dark Souls you do it by doing what you have always been doing. Homefront might have had you hide in a pile of bodies, but you climb over and hide behind piles of your fallen comrades in Valiant Hearts, too, it's just not a button prompt. When you feel like you figure things out on your own, these things seem to feel less out of place.

I don't play CoD, though. If this is how CoD does things, with these mission objectives and button prompt descriptions, I think that probably fits. It's sort of a funny scene to me, but you know, it's over in minutes. I don't think they expect the player to be touched, they just wanted a cool segue into working for ATLAS, and someone probably told them that cutscenes are so last year and games should do what only games can do. I thought they were better at it than this, though. Modern Warfare 1 and 2 are famous even to people who never played them for having strong interactive moments, a nuke and a crowd shooting, as I recall.

Anyway, grabbing that card and going straight to having a metal arm is pretty great from where I'm standing.

Also, it reminded me of "(B)Extend arm", which is always a good thing.

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MajorToms

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Edited By MajorToms

I don't know if I agree. The whole, "press button to do the thing", is already contrived. In a CoD game? I don't care. Like you said, people want to get their punches in. How many of those people care about this scenario and actually even play CoD in the first place? The story of all CoD games is to follow the line, and this is part of that line.

Maybe if they listed it under objectives: Pay respect (optional), people probably wouldn't make a stink over it. At the end of the day those same people are looking at a CoD game expecting to see compelling and innovative story telling mechanics. It ain't gonna happen.

They're talking about how Sledgehammer has done something that virtually everyone has been doing for some time now. Why is anyone even critiquing the story mechanics of CoD? It's not like the DLC will expand upon the story in any way.

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ObiKwiet

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@df said:

1) don't give player a choice when there isn't one: can you choose to not pay respect? no, then guide player through this instead of letting them do it.

Exactly, there is no reason to have that stupidly worded prompt. You don't have control otherwise. So just let the scene play out as intended and avoid internet memes and youtube videos.

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TacticalTruth

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Edited By TacticalTruth

Seems to me the issue is the "Hold (X) to Pay Respects" tool tip that appears on the screen.

If it had just been the contextual "Pay Respects (X)" that is clearly visible on the coffin, would it have been such a big deal? Maybe instead of being required to hold the input, just press it once?

Then I again I have no context to this other than this article and these screenshots!

EDIT: There is a video I completely missed!

EDIT2: After having watched the video, it could have been handled better if there wasn't that really obvious "You-can-play-now pause" followed by the tool tip. The moment was ruined because it didn't flow. They probably should have just incorporated the animation into scene when the other dude payed his respects. Then the player character could walk away with him and the dialogue could continue. To me it seemed forced. And forcing players to feel something is not going to work.


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HockeyJohnston

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"It suggests the storytelling happening in smaller games might be rubbing off."

Does it? It doesn't seem like a new thing that CoD is using some kind of lightly interactive button pressing during the narrative sequences. Isn't this a whole lot like the mountain climbing bit where you'd press triggers to climb?

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jetimus

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@akraftwerkorange: Thank you as this was the best reply I have seen in a while. I absolutely 100% agree. Patrick completely missed the point. It was supposed to be calculating and procedural as his whole life in the military had been up to that point.

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deactivated-5d000a93730da

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I think your over reacting.

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hermes

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I think the biggest problem (the reason why it is so clumsy) is because it gives little to no context. It happens in the first hour of the game, so you don't have time to grow emotionally attached to Irons. He is just a guy with a name popping up on top of him. We know they (Irons and the player) are supposed to care for each other because (and only because) of exposition. We are supposed to care about him because the game tells us. There is nothing organic about it; he is just exposition... I just didn't got to care for him any more than any other named character in the game. If the scene had happened near the end, when I have interacted with him for some time now, I might give a damn...

Another part why this seems so clumsy is because the message is really awful, and it breaks the 4th wall in a pretty lazy way. A simple change to "Pay respects" (no matter the button), would have been enough. Even better, make it non-interactive; if that is all the interaction we are supposed to allow in that section, just make it part of the cutscene. The whole "hold X to..." reminds me of Otacon telling Snake to swap discs, or Mantis inviting the player to place the controller down on MGS, but while those cases were made with some tongue-in-cheekness, there was no glimpse of lightness in this case...

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Little_Socrates

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Just should've left out the text. MGS3 managed to turn a similarly emotional moment into something very powerful by letting you simply wait until you realized you needed to interact with the game.

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roylink

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I'm guessing if this is news worthy article about the new COD game, it's safe to assume that there is no controversial part of the game.

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Edited By CatsAkimbo

Like Patrick with the toilets, I think "press X to pay respects" actually sets a good tone for the rest of the game. They don't expect you to "get lost in the narrative," so they break the 4th wall a little and do something kinda goofy and dumb. It's like, "Hey, these characters are pretty emotionally invested in whats going on, but you don't need to be. You just go shoot stuff and have a good time, and we'll try to tie things together in an entertaining, Fast-and-Furious level of heartfelt moments kind of way." I think it works perfectly for what Call of Duty is trying to accomplish here.

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hermes

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@dorkymohr: Which would be totally fine if the game didn't intend to "have fun with it"...

In fact, I am willing to bet the designers intent during the scene was the exact opposite of "have fun"

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metalsnakezero

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@regs79 said:

I'm surprised no one has brought up Batman Arkham City when talking about this. Press "button" to pay respects to your parents.

http://www.youtube.com/watch?v=O3mXH1r_mAc

I feel that it one of the few that works because we know batman's history and how that site relates to him. With how cod did it we did't get enough time to learn about the character other than a small moment. We feel because we are given time to connect with the characters and not because something bad has happen.