Something I noticed a lot in games is a lacking sense of humanity, mostly due to a recognition of events seemingly not mulled over or reacted to by characters in the game. I was playing Uncharted again, something I noted in another board, and I really enjoyed the game a lot as well as its sequel. What struck me as odd is that the main character Nathan Drake didn't strike me as a killer, yet the majority of the game is spent shooting copious amounts of people for an alleged fortune that could be made. There is no reaction to it, no show of emotion or anything when it came to killing the enemy. I can see if a character like Kratos or Master Chief show little negative emotion when it comes to killing, Kratos seems to enjoy it and characters like MC or Gordon Freeman are doing it more out of necessity than anything else. The only games of late that seem to contemplate the destructive nature of its characters are Heavy Rain when certain characters have the ultimatum to kill or not and Metal Gear Solid 4 where war and what it meant emotionally to those involved was examined. Even Brothers in Arms, a series I love for its attempt at bringing emotion to the battlefield, contemplated issues of death and the failure to protect those you care about within a fps environment. What does everyone else think on the lack of even a shred of humanity in most games? Should the player contemplate their actions while the characters contemplate it within the game? Or is it more "Who cares, they aren't real people and that's just how you play the damn game"?
Humanity in games
Well, think of it this way. How many action movies have you seen where the characters got wistful about all the nameless minions they killed? Video games aren't novels; it's hard to balance introspection and crises of conscience while keeping the action moving.
" Well, think of it this way. How many action movies have you seen where the characters got wistful about all the nameless minions they killed? Video games aren't novels; it's hard to balance introspection and crises of conscience while keeping the action moving. "Not talking how 95% of the games feature violence.
Itss still a developing art to create true emotive characters. Theres still alot of experimentation as to animate emotion. In the mean time they have to make up for the shortcomings that are still present in this medium with the action movie esc. persona. Even games like metal gear while very good at the drama and do help push the limits of these shortcomings, still have some over the top portions of the game. Games such as L.A. noir are playing with new technologies for emotive characters. If animation technology can get to a point of reliable emotive tech then mroe games can be dramatic. Even then there has to be some other way to compensate for less gameplay action.
Making games if fucking hard. Theres just so many friggin things to consider.
Maybe its because they are shooting at him, trying to kill him and he has done it before. A lot in fact. Indiana Jones was the same.
"Like the fact that Nathan Drake can take multiple bullets with little effect to his health. "I never considered that part of a games story unless it's in a cutscene seeing as how you would have to count the character dying multiple times, doing stupid shit like humping a dead body, standing in the middle of a burning building for 20 minutes where all the other characters in your group/party sit there waiting not saying a word.
Some games use that as a part of their story like Assassin's Creed where its a synchronization level or nis america games where they constantly break the fourth wall but for the most part I think those things are ignored and canonically they made it through as injured as the plot says they are.
When playing games I try not to focus on things like that. Video Games require you to suspend disbelief and keep the logic of the gameplay and narritive seperate. I agree though, the nature of video games being a interactive medium makes it hard to create a compelling story.
To me, it's more like if you didn't feel anything when doing some sort of in-game action, it's because you weren't supposed to. The director in a movie can make a death tragic using his various moviemaking tools, and the same goes for games.
For example, I was really sad to have to take out Wrex. Once you realize you have to kill that guy (sans good enough charisma), it kind of puts more weight on your dialog choices (did anyone else fully level up their charm/intimidate skill after failing the Wrex scene?).
Morrowind really made me think about who I let live and die, too.
" Well, think of it this way. How many action movies have you seen where the characters got wistful about all the nameless minions they killed? Video games aren't novels; it's hard to balance introspection and crises of conscience while keeping the action moving. "This, exactly.
Games need to have action (which usually means violence) to maintain interest for 10-25 hours, and like action movies emotional resonance and deep psychology don't really fit into the framework of these games.
" When playing games I try not to focus on things like that. Video Games require you to suspend disbelief and keep the logic of the gameplay and narritive seperate. I agree though, the nature of video games being a interactive medium makes it hard to create a compelling story. "I applaud this comment .
Theres still alot of experimentation as to animate emotion.The problem isn't animation, but simply that most developers don't even try. If you make a game that consists of casually shooting a few hundred humans over the course of the game, no matter the tech, your story and emotional response will turn out kind of crap as the premise already put you into an unfixable situation. Make game that doesn't put the player into the role of a mass murder and there might be an interesting story to tell, even if the tech is ten years old.
It's something I've thought about but like people have said, it's just hard to do. I've always thought it would be a neat thing for a game to do something like a freeze frame after the character kills his first enemy and dive into a short exposition about who the person he killed really was and what the main character's thoughts are. I always thought it would be a powerful scene to do in a war game.
" It's something I've thought about but like people have said, it's just hard to do. I've always thought it would be a neat thing for a game to do something like a freeze frame after the character kills his first enemy and dive into a short exposition about who the person he killed really was and what the main character's thoughts are. I always thought it would be a powerful scene to do in a war game. "Its not that hard, Tomb Raider Anniversary does basically exactly that, Metal Gear 1 also does something similar with Meryl. The issue is that most games just don't care. They have game play on one side and story on the other. They don't bother to make sure that both of them actually connect and thus you end up with the random game having your sympatic mass murder hero.
Mirrors Edge almost got there, that game had so much potential to make a really good take on a non-violent or at least non-deadly game, but they kind of bothered it really bad with their level design, forcing you into far to many situations that made conflict unavoidable. And just like almost all other games, Mirrors Edge also lacks proper hit detection, you can't shoot somebody in the arm or leg, its all the same and everything will kill them. Doesn't even make a difference if you knock them out instead, as that simply gives you the same "dead" state of the enemy.
You are right. What keeps games from being the perfect media is the need of gameplay. That gameplay often tend to be "kill dudes" witch narrows down potential story lines quite a bit. If you pick it apart, the protagonist comes of as a bit psycho in most games.
If you find a solution to this problem, you'll be rich.
it's the overexposure to violence that inspires an unsympathetic response on the player. And games, like some genres of movies and books, mimic that behaviour.What does everyone else think on the lack of even a shred of humanity in most games?
It also doesn't help that in most games, you're killing monsters, not humans.
If you find a solution to this problem, you'll be rich. "The solution was already found decades ago, we used to call them point&click adventures. The trouble is that that genre doesn't seem to have as much mass appeal as a shooter, so there isn't that much money in it and the genre hasn't really developed at much as it should have. Games like Indigo Prophecy and Heavy Rain show how a modern adventure game could look like, but those two games aside, hardly anybody really tries to make modern games in that genre and most the other games in that genre follow some 20 year old conventions, which isn't necessarily bad, but certainly holds them back quite a bit.
Well, point & click where great at stories but it had its own set of problems. Indigo Prophecy and Heavy Rain are good atempts at making some progress. Personally, I think more developers needs to take a look at Dreamfall. That was a perfect blend of everything I wanted. Maybe not perfectly executed, but anyway, interesting structure with great potential.
this is one of thousands of reasons why i think final fantasy x was such a fantastic game. due the reflective nature of the main character tidus, he often comments on how he feels about events as they happened. i recall him at one point saying that something he was seeing was almost horrifying to him and that he never wanted to see it again. you dont hear them talk like that anymore, even in games today.
Personally, I think more developers needs to take a look at Dreamfall. That was a perfect blend of everything I wanted.In terms of story Dreamfall was great, in terms of mechanics I however found it rather underwhelming compared to Indigo Prophecy or Heavy Rain, as it was basically just old point&click with 3D graphics and direct character control thrown. And the action sequences that they had, had basically the same issues that all action sequences in adventures ever had (awkward controls, barely functioning mechanics, badly integrated, etc.).
" @Christoffer said:Personally, I think more developers needs to take a look at Dreamfall. That was a perfect blend of everything I wanted.In terms of story Dreamfall was great, in terms of mechanics I however found it rather underwhelming compared to Indigo Prophecy or Heavy Rain, as it was basically just old point&click with 3D graphics and direct character control thrown. And the action sequences that they had, had basically the same issues that all action sequences in adventures ever had (awkward controls, barely functioning mechanics, badly integrated, etc.). "
True. Heavy Rain is a better game over all. But I've never quite liked quicktime events so I think Dreamfall had better and more varied ideas. But as I said, kind of poorly put together in the end.
Anyways, there's a lot of games that developers can consider if they want to open up this media a little more. Sadly, I think they rather lift ideas from Call of Duty.
I guess the main reason is because if the protagonsit broke down crying every time he scored a headshot it would really cramp the momentum and style of the game. Uncharted 2 is pretty lighthearted, and Nathan Drakes lack of interest in the dudes he is killing can be seen reflected in any number of action films. As a contrast, here's that scene from Layer Cake, where such gravity is given to a single murder that it dominates a large chunk of the film.
Which is great and all, but perhaps doesn't translate well as a videogame :D
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