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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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LarryDavis

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Edited By LarryDavis

@yummylee said:

This just reminds me how much I love the end to The Boss fight in Snake Eater. No prompt, just Snake staring his gun down at his mentor and mother figure, waiting for you to pull the trigger.

The end of Gungrave was similar, and preceded MGS3 by a couple of years.

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Edited By Rirse

Speaking of Heavy Rain's "Press X for Jason", there was this hilarious bug someone managed to trigger during the ending 'final fight' by spamming the X button to yell for the other son. Not embending it since it spoils the killer for a four year old game.

https://www.youtube.com/watch?v=0t0uCWjQ6Og

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@yummylee: I was just about to comment on the following scene in the graveyard where you can go first person and see through the veil of tears in snakes eyes, didn't feel gimmicky at all. One of the most heartbreaking moments in gaming vs this nonsense in COD. Ps I quite enjoyed rest of the campaign.

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Evilsbane

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Press "Post Reply" to thank Patrick for the great article.

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newmoneytrash

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I don't think they were actually trying to get you to feel anything. Considering your objective immediately following the tutorial I think it was meant to be kind of tongue in cheek

Either way I think this whole thing is blown way out of proportion

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RE_Player1

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I think people are blowing this moment way out of proportion.

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Milkman

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Edited By Milkman

Press X to pay respects. Press B to jump on the coffin and ride it while Big Boss Man drives away.

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notnert427

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I'm pretty tired of interactive cutscenes.

That makes two of us. Is anyone out there honestly thrilled by "participating" in scripted cutscenes by pressing a button? Especially ones where you literally have no options? I've just never had a moment where a game outright directed me to press X, I pressed X, and I thought, "wow, I'm part of the action now!" Even QTEs fall flat here, IMO. If anything, I find this stuff to have the complete opposite effect by completely breaking the game's immersion. Not that I'm expecting games to fool me into thinking they're real or anything, but I can't stand being flat-out reminded "hey, this is a video game and you're supposed to press this button on your controller now."

Also, I'll agree that this one would not have been noteworthy at all if it just had no description or an "Interact" prompt instead. "Press X to pay respect" is the kind of shitty prompt that only works in a Swery game. For a scene featuring a military funeral (a subject matter that should be handled delicately as a general rule), in a big-budget American game that shouldn't reasonably have any kinds of awkward phrasing related to cultural/translation disconnects, that prompt is certainly jarring. In other words, button prompts like "press X to microwave hot dog" can be entertaining on a certain level because the action in question is appropriately mundane. However, "Press X to show respect" basically trivializes a military funeral, and I'm not going to give the devs credit for some meta-commentary on a soldier's role, pointlessness of war, funerals being a routine part of military life, or whatever theory people can come up with to try and rationalize what's ill-chosen phrasing at best and at worst, something that could be considered downright offensive.

I'm not personally offended by it, but it's something that has no excuse being in a domestically-produced AAA game. Especially one which at this point is pretty much brazenly run-and-gun and makes your character the equivalent of Iron Man. Also, given that literally nothing else about the game suggests the slightest bit of of depth, as it's being plainly marketed for how ridiculous it is (future robot powers, explosions, random hot chick for no reason, more explosions!), it would frankly be tonally off if they actually did try to tug at heartstrings or make you think at any point during the campaign. Anyway, that's a lot of words about very few words in a button prompt, but in fairness, it's a really bad button prompt. Here's hoping all the uproar about this results in less lazy, fourth-wall-breaking storytelling (or better yet, button prompts becoming less of a thing overall).

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Hmm... I just assumed it was a joke by the developers because of how out of place it is. It pokes fun at itself and at other games as games become more and more linear and quick timey.

Actually the assumption that the developers honestly thought of it as a thing to be taken serious is somewhat disheartening on Patrick's part.

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forteexe21

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The real questions is which X are we talking about? Microsoft's left button, Nintendo's top button, or Sony's bottom button?

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@kbohls said:

Hmm... I just assumed it was a joke by the developers because of how out of place it is. It pokes fun at itself and at other games as games become more and more linear and quick timey.

Actually the assumption that the developers honestly thought of it as a thing to be taken serious is somewhat disheartening on Patrick's part.

My thought EXACTLY. How in the world are people not getting this??

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Milkman

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@xeirus said:

@kbohls said:

Hmm... I just assumed it was a joke by the developers because of how out of place it is. It pokes fun at itself and at other games as games become more and more linear and quick timey.

Actually the assumption that the developers honestly thought of it as a thing to be taken serious is somewhat disheartening on Patrick's part.

My thought EXACTLY. How in the world are people not getting this??

Yeah, jokes about dead soldiers are a laugh riot. I have no idea how the world isn't busting a gut over this clearly hilarious joke.

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Xeirus

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Edited By Xeirus

@milkman said:

@xeirus said:

@kbohls said:

Hmm... I just assumed it was a joke by the developers because of how out of place it is. It pokes fun at itself and at other games as games become more and more linear and quick timey.

Actually the assumption that the developers honestly thought of it as a thing to be taken serious is somewhat disheartening on Patrick's part.

My thought EXACTLY. How in the world are people not getting this??

Yeah, jokes about dead soldiers are a laugh riot. I have no idea how the world isn't busting a gut over this clearly hilarious joke.

Are you seriously, seriously looking to COD for a good joke?
It's obvious it wasn't meant to be serious, nothing in COD can be taken seriously, bad joke or not, it's a joke. Let's not pretend this is the only game to do dumb shit like this.

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@milkman said:

@xeirus said:

@kbohls said:

Hmm... I just assumed it was a joke by the developers because of how out of place it is. It pokes fun at itself and at other games as games become more and more linear and quick timey.

Actually the assumption that the developers honestly thought of it as a thing to be taken serious is somewhat disheartening on Patrick's part.

My thought EXACTLY. How in the world are people not getting this??

Yeah, jokes about dead soldiers are a laugh riot. I have no idea how the world isn't busting a gut over this clearly hilarious joke.

Dude, come on. The point isn't to make fun of dead soldiers. It's a video game - it's not real, fantasy violence and all that. Why not try to one-up the "hide in mass grave" button prompt, nobody really cares about Call of Duty's story so it is the perfect place to just go stupid. Do people honestly think this text got through tons and tons of meetings, sprint/milestone demos and review sessions by the developers without someone mentioning how ridiculous it is?

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Spoonman671

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I don't see the problem.

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deactivated-5d7530f19fbe4

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@akraftwerkorange: I really like your interpretation. I've only seen the presented clip, so I'm curious about how the scene you mention afterward, where your arm is being fixed, works. Is there any prompt at all? I know you said there wasn't any kind of intrusive prompt. Also, how do you actually move your arm? With a button? A stick?

@sammo21 said:

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'm not really sure who you're responding to. I don't mention this because I disagree with what you say; I just bring it up because I get the impression that this part of your response is based on Patrick's article, and I feel like what you say about how the decision to make the player press X button reveals the character's emotions doesn't contradict anything Patrick says in the article. The way I see it, he isn't saying that having to press a button in such a scene is the issue; it's the way in which the player was prompted to press the button. I think this is the case based on the possible alternatives mentioned in the third-to-last paragraph.

I also didn't notice that any of the comments prior to yours made the complaint that the game was trying to elicit an emotional reaction from the player. What I saw was, again, the idea that the prompt wasn't handled elegantly. I feel it's also important to note that the a scene such as this is designed with the purpose to elicit an emotional reaction. What you mention about the prompt showing the character's emotions is simply a method of establishing the player's connection to the events of the game. So, once again, the issue isn't whether the game is trying to get some kind of emotional response -- there's nothing inherently wrong with that -- it's simply a matter of how effectively it goes about getting that response.

Edit: I just realized I started conversation with you, Sammo21. I'm going to be looking at what you mentioned in our other conversation shortly.

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@xeirus said:

@milkman said:

@xeirus said:

@kbohls said:

Hmm... I just assumed it was a joke by the developers because of how out of place it is. It pokes fun at itself and at other games as games become more and more linear and quick timey.

Actually the assumption that the developers honestly thought of it as a thing to be taken serious is somewhat disheartening on Patrick's part.

My thought EXACTLY. How in the world are people not getting this??

Yeah, jokes about dead soldiers are a laugh riot. I have no idea how the world isn't busting a gut over this clearly hilarious joke.

Are you seriously, seriously looking to COD for a good joke?

It's obvious it wasn't meant to be serious, nothing in COD can be taken seriously, bad joke or not, it's a joke. Let's not pretend this is the only game to do dumb shit like this.

Are you seriously thinking this triple-A game with a completely serious plot and deadpan delivery throughout the entirety of the campaign all of a sudden decided to break some 4th walls for a good laugh in order to poke fun at the use of button prompts in the industry? You're not meant to break down and cry over this touching emotional moment, it's there to move the plot along and frame some character exposition. It's even more disheartening to see people just so eager to mock and jeer at something so completely inconsequential.

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BigD145

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Press [] to hack computers.

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@milkman said:

@xeirus said:

@kbohls said:

Hmm... I just assumed it was a joke by the developers because of how out of place it is. It pokes fun at itself and at other games as games become more and more linear and quick timey.

Actually the assumption that the developers honestly thought of it as a thing to be taken serious is somewhat disheartening on Patrick's part.

My thought EXACTLY. How in the world are people not getting this??

Yeah, jokes about dead soldiers are a laugh riot. I have no idea how the world isn't busting a gut over this clearly hilarious joke.

The punchline is so far over your head it broke the atmosphere and is in space now.

Come on, I know you mostly post snarky, passive-aggressive idioms to try and argue a counterpoint, but be logical for a moment. This is Call of Duty, a game that's about over-the-top, in your face action, not the plight of a front line soldier. The context of what the game is changes how certain things are supposed to be looked at.

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Milkman

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@kbohls: @xeirus: My point was that if it was a joke, it's a bad one but also, it's not a joke. It's a tone deaf idiotic moment in what, I hear, is an otherwise excellent, fun campaign.

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Edited By jhevans51

So, it's ham-handed because it's an attempt at emotion in a big, dumb action game, but if it's context includes an angsty, awkward teenager it's high art (Gone Home)?

Ugh.

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sgtsphynx  Moderator

As a Marine who has attended friends funerals and been on numerous funeral details, I feel the prompt itself shouldn't exist, it should just happen. You should walk up to the casket and the action should just happen without needing to press anything.

My other issue is that the rifle squad isn't standing at attention or parade rest; I don't know what position they are standing at. They should be standing at parade rest. Also, at the point of the funeral they are at, they should be coming to attention and marching off the field.

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Certainly the way the prompt is phrased and presented is part of problem. It probably would have been more effective just to have an "X" on the coffin to signify that you can interact with it. The loudness of the prompt interferes with the overall somberness and quietness of the funeral setting (plus, what else are you really going to do with the coffin? Open it up and jump in?).

Another part of the problem is that interacting with the coffin is, from what I've seen, the only way to proceed. The problem with that is that it doesn't accurately reflect the range of actions one might reasonably take at a funeral. And while "paying your respects" is certainly something people do, there are a lot of other actions people might take in that situation, such as

  1. Comfort the widow/parents.
  2. Silently reflect on time spent with the deceased
  3. Discuss the deceased with other comrades in arms who knew him.
  4. Walk away, if you can't emotionally deal with it.

By only allowing one option, the player stops thinking about how they should be emotionally reacting and starts asking the question "what do I need to do to proceed?" Once that question starts being asked, immersion is broken and the scene loses its effectiveness.

I guess my point is that if you're going to make the player take action, then give them a range of actions to take. If there's only going to be one choice, the better design option is probably just to make a full on cut-scene.

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Milkman

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Edited By Milkman

@likeassur: Always nice to meet a fan.

Please see my follow up post for further clarification on my point. Though I would argue that Call of Duty has certainly positioned itself as trying to examine the "plight of the front line soldier" in the past.

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jhevans51

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@sgtsphynx: See? That is a real gripe and a real solution.

Thanks for your service.

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deactivated-6050ef4074a17

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The only real problem with that scene is the way the prompt is presented. Tons of other games make you use button prompts to take emotionally heavy actions, they just don't do it in that ham-handed a presentation. I don't really understand all the indignant articles and tweets over it, but I suppose I'm not the audience for these sort of "think" pieces.

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Milkman

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@marokai said:

The only real problem with that scene is the way the prompt is presented. Tons of other games make you use button prompts to take emotionally heavy actions, they just don't do it in that ham-handed a presentation. I don't really understand all the indignant articles and tweets over it, but I suppose I'm not the audience for these sort of "think" pieces.

That seems to be the same conclusion that this article is drawing, no? It's not necessarily a bad thing that Call of Duty is trying to do this but it's just done poorly.

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deactivated-6050ef4074a17

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@milkman: I actually thought this piece was far more reasonable than most of the other opinions that's been shared about that particular scene from Advanced Warfare, so I'm sorry I didn't make that more clear.

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They should double down and make it an achievement/trophy.

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Anupsis

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I had no issues with the scene, I mean maybe for a brief second I thought it was weird but I liked that they tried to make your guy seem less like a faceless shooter dude. The way these scenes usually work in these games always have you being able to walk around a bit so I guess they thought it was a good idea to have you do it yourself. Should have been a brief thing the game did itself but is it really worth an entire article based around that?

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No QTE will ever surpass this.

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@milkman said:

@kbohls: @xeirus: My point was that if it was a joke, it's a bad one but also, it's not a joke. It's a tone deaf idiotic moment in what, I hear, is an otherwise excellent, fun campaign.

No, it's a stupid, over-the-top, non-serious campaign. It's nothing to be taken seriously, also, it's a COD game... you know better.

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Button prompts for emotional beats work if the build up surrounding the moment is good, just look at the ending of Snake Eater.

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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"

Seen a few people say this and I agree. I think the main reason that I think a simple "x" or "press x" would be far more effective is that it would acknowledge a universality of grief as something that everyone understands. It would be a way to connect with the character, rather than just know what they were feeling, because even though a lot of difference separates him and the player, there is a commonality to that experience.

As an extension to that, I think a simple "press x" would make the player think about what that button press would do, and about the range of responses available to grief and how they might react and how it feels and so on and so on. It's not like anyone playing that scene is going to think "what, press x to take a dump on the coffin?" so I don't see why you wouldn't do that. "Press X to grieve" reduces the range of responses in the player and therefore reduces the thought and engagement they will have. It also probably raises the chance they will feel talked down to, like, what else do you think I would make my character do at a funeral?

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spraynardtatum

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Edited By spraynardtatum
@thomasnash said:

@kindofblue said:

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"

Seen a few people say this and I agree. I think the main reason that I think a simple "x" or "press x" would be far more effective is that it would acknowledge a universality of grief as something that everyone understands. It would be a way to connect with the character, rather than just know what they were feeling, because even though a lot of difference separates him and the player, there is a commonality to that experience.

As an extension to that, I think a simple "press x" would make the player think about what that button press would do, and about the range of responses available to grief and how they might react and how it feels and so on and so on. It's not like anyone playing that scene is going to think "what, press x to take a dump on the coffin?" so I don't see why you wouldn't do that. "Press X to grieve" reduces the range of responses in the player and therefore reduces the thought and engagement they will have. It also probably raises the chance they will feel talked down to, like, what else do you think I would make my character do at a funeral?

I'm of the opposite camp. I think they should have elaborated further.

"Press X to pay respects. For all the lives lost in the name of war. This was not a faceless soldier but your friend and his legacy will be remembered forever. Maybe the next time two countries are at odds they'll think of the soldiers that died (like this one before you) and think twice about fighting in the first place. Do not let your emotional bond dwindle. Stay in touch with his family and friends and offer them whatever help they need. It won't kill you to write a letter every once in a while. Sure it may be emotional but it's not something that you would regret...wait...is that fucking Kevin Spacey?"

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seismicshock

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it's odd the text is there, from watching the QL, they put just the button prompt (x) or whatever on the cars when Jeff was hanging off that bus, just have the x, and you do the exact same action. Maybe they found the prompt was too easy to miss on it's own. So they fixed the wrong problem imo

Also yeah, QTE's where the only response is "Press butan to not fail" are still lame y'all

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LikeaSsur

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@milkman said:

@likeassur: Always nice to meet a fan.

Please see my follow up post for further clarification on my point. Though I would argue that Call of Duty has certainly positioned itself as trying to examine the "plight of the front line soldier" in the past.

Don't let it blow your mind too much when I tell you that things change over time.

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mikekennyb

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Thanks for the piece Patrick. You provided perspective for understanding the contextual "X to..." action in a way that is constructive for readers to digest the intent of the developer, while explaining the challenges from the developer perspective in relaying the intended emotional impact/character development from the player. There are enough "hur hur Call of Duty hur hur" articles out there, gaming editorial needs more pieces like this to continue to develop and mature the industry as a whole.

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thomasnash

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Edited By thomasnash
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MichaelBatt

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Edited By MichaelBatt

I dislike the text. Just put a button on the coffin. They actually put button prompts in the game world corresponding to what the QTE does. But also spell out what it will do.

Don't tell me that pressing square or x or E will pay respect. Just put the button there by the coffin and I'll press it and find out what it does myself.

Another example, you've got to double jump into a helicopter at the end of the Antarctica mission. There's a prompt on the helicopter but also text in the middle of the screen. If I died twice failing the QTE, then put the text up the next time. I like QTE's because the expand your ability to interact beyond the core mechanics. But make them 1. Generous regarding timing and 2. Surprising

Who disliked throwing that guy into the pole. Just as "interactive" as the funeral scene. It's just the text that's stupid.

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Chillicothe

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This always happens when a developer SAYS to feel this emotion rather than MAKING it happen via skillful cutscene direction. This ain't the work of those Brothers folks yanking manly tears from your eyes, this ain't Jun Akiyama actually matching cinematography frame for frame with what you'd see in theaters, it's heavily-over-their heads people biting off more than they can chew.

In short: walk before you can run, so stick with "ARE YOU A BAD ENOUGH DUDE TO SAVE THE PRESIDENT" so you don't end up Pressing X To Jason.

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djkommunist

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@notnert427: thats my username on LoL and seeing you say it freaked me the fucc out how did u find me

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crithon

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How to clumsily handle something that most CoD games have done before.

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NoodleUnit

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Edited By NoodleUnit

I laughed out loud. Funniest funeral ever.

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Conciliator

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Cool article bruh, but I want to say - and this is really not me just having a hate-on for call of duty, I have no problem with the series - I don't think the opening scene is really a super meaningful or earnest effort to tap into more artistic or human storytelling or whatever you want to call it. It's a very very standard setup for a military action movie. It would not be at all out of place in a Michael Bay movie.

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stryker1121

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@xeirus said:

@kbohls said:

Hmm... I just assumed it was a joke by the developers because of how out of place it is. It pokes fun at itself and at other games as games become more and more linear and quick timey.

Actually the assumption that the developers honestly thought of it as a thing to be taken serious is somewhat disheartening on Patrick's part.

My thought EXACTLY. How in the world are people not getting this??

I highly doubt this was meant as a joke..CoD isn't exactly known for its meta humor and a military funeral isn't going to be the place to start.

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Pezen

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Maybe I've enjoyed the stories in Call of Duty through out the years more than they should be given credit for, but there's been moments in this franchise that has been up there with the best of them when it comes to hitting my emotional chords.

That being said, "Press X to [whatever]" looks really dumb.

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stryker1121

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@milkman said:

Press X to pay respects. Press B to jump on the coffin and ride it while Big Boss Man drives away.

I should be sad that I know exactly what you're talking about. Here's the clip for the uninitiated...man did the Fed pull some stupid shit during the Attitude Era.

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