Pyrian on 9/11/2015 at 00:16
You have one or more problems to solve. You take one or more actions. Now, you have fewer problems.
By the time you reach most basic definitions of a game, it already sounds like a metaphor for killing things.
Nameless Voice on 9/11/2015 at 00:33
L.A. Noire is really the perfect example of what I'm talking about, and he describes it really well in that video. A game that introduced a lot of interesting new gameplay mechanics and ideas, but felt compelled to punctuate it with totally out-of-place massed gunfights just because you can't have a game without lots of killing.
The issue isn't games where violence is a main part of the game, but rather that games which aren't about violence feel compelled to include it anyway.
Quote Posted by Starker
Actually, killing a ton of mooks wouldn't really be out of character for Lara. She's a pulpy action hero who has killed countless people, after all, alongside with more exotic enemies like dragons and dinosaurs. The problem here is that they tried to marry this with a more serious and grounded narrative and it creates a very weird dissonance when they flip-flop back and forth between those two. Hopefully they have decided whether it's going to be one or the other in the sequel.
I'd argue that since it's a reboot, Lara's exact character in this version of the world isn't defined yet. It's not like it was even consistent between the other games (note, I've only played the original, bits of 2, and then the modern ones.)
But, frankly, my favourite Tomb Raider is Anniversary, partly because she only directly kills
one person in that game, and clearly feels bad for doing so (it made
me feel bad for doing so, too, especially since she shoots him first when he's not attacking). Sure, it also had a lot of violence directed at animals/monsters, which it would have been fine without, but I at least liked the way it dealt with human conflict (even if that was mostly by having it happen in cutscenes or just not having human enemies at all, but I feel that really improves the atmosphere anyway.)
Compare to the other games that came around it - Legend and Underworld - which had ridiculous amounts of violence that was completely unnecessary to the game (especially in Legend.)
The first linked video talked about how most games are very spacial, about movement and action - but I don't quite see why that has to be about killing people. Again, the Tomb Raider series manages to have a lot of gameplay which is all about movement, physical challenges and danger to the player, without actively having enemies trying to kill Lara (all the time.) Portal is another prime example.
Hostile environments are fairly simple mechanically and have the spacial navigation aspect, yet it's rare to see one without also having lots of enemies to kill along the way.
Pyrian on 9/11/2015 at 04:29
Quote Posted by Nameless Voice
Hostile environments are fairly simple mechanically and have the spacial navigation aspect, yet it's rare to see one without also having lots of enemies to kill along the way.
Keep in mind that the jump from "hostile environment" to "enemies" is making some portions of the hostile environment proactive and/or destructible. It really does add a level of interest.
nicked on 9/11/2015 at 07:04
Quote Posted by Nameless Voice
But, frankly, my favourite Tomb Raider is Anniversary, partly because she only directly kills
one person in that game, and clearly feels bad for doing so (it made
me feel bad for doing so, too, especially since she shoots him first when he's not attacking). Sure, it also had a lot of violence directed at animals/monsters, which it would have been fine without, but I at least liked the way it dealt with human conflict (even if that was mostly by having it happen in cutscenes or just not having human enemies at all, but I feel that really improves the atmosphere anyway.)
Yep - this! It's the only Tomb Raider I really, really enjoyed, because the majority of the game was about (shock!) raiding tombs. They had a pretty much perfect formula, but every other game since has been about gunning down goons. I think the worst casualty is the atmosphere. Exploring an abandoned ruin that hasn't seen human eyes for thousands of years is cool. Running into some hired goons in the next room utterly breaks that (for a direct comparison, take the atmosphere of the Thief 1 mission The Lost City, and contrast to Thief 2's Kidnap - although in that case it's kinda ok because the goons stomping through the place ruining the atmosphere was kinda the point they were making).
I think it's why most of the games I really get into atmospherically are indie platformers about some lone dude solving puzzles. Because people don't go on killing sprees in real life, so literally any game with murder as a core gameplay mechanic has an inherent barrier to immersion built in.
That said, it's hard. Falling back on killing happens because it is the absolute easiest way to add challenge to a game, by a strong margin. I discovered this first-hand when trying to design Wheelbound (see my (
https://nickdablin.wordpress.com/) website for more info). Designing levels and challenges for a character who can't fight back, only avoid, is 100 times harder to do. If you give the character a gun, then you can fill your level with enemies, and you've got maybe 10-20 minutes of gameplay out of each level.
If you remove the combat, then by default you've reduced your gameplay down to just 1 minute, or however long it takes to reach the level exit. To build that level of gameplay back up you need to implement things like puzzles, maze-like level design that encourages exploration, environmental barriers and hazards, all of which are situation-specific and inherently take longer to make than if you could just place some enemies in the way. So I'm not at all surprised that killing, or at least dealing with enemies, is the go-to challenge.
demagogue on 9/11/2015 at 13:22
My thumbnail theory of games is they need certain things to work.
- Player needs an MO that defines 'progress', that usually involves progess in space, but could be changing a world or AI state. What motivation is driving them ever forward, survival, a job, escape, glory, etc?
- Player needs a verb of interaction in line with that MO that allows progress, being motivated to frob something that does something, and progress opens up.
- If you don't want the verb to be a glorified 'push X to continue', or 'frob X to Y' (and logic puzzles suck for games, unless it's a strategy game), it should involve some analog control, ie, coordinated mouse movement.
- There's only so many ways coordinated mose movement verbs can open up progress. Platform jumping, shooting or slashing through enemies, running/sneaking past enemies... (although sometimes games find other ways, like Magika's spell casting, or minecraft's tunnelling/building through things). And of these, they have to connect to a strong MO or it's arbitrary.
Then this brings me back to what everyone else is saying. Shooting gameplay is the easiest way to check all those boxes, and other routes threaten to not check some boxes at all.
All that said, another reason is because the market demands it, and you get a lot of people throwing fits when shooting is taken away and they don't get it. We should be honest that the industry and the market both are unreasonably slavish to the big tropes, killing as a core mechanic being probably the biggest.
catbarf on 9/11/2015 at 14:58
Quote Posted by Malf
In recent years I've found myself getting increasingly frustrated with the prevalence of gun culture in entertainment.
Most notably, movie posters inevitably feature the protagonist posed holding a gun. This can even be for movies where the protagonist rarely fires a gun, if at all. The gun has become graphic design short-hand for action, and it leaves an unsavoury taste in my mouth.
But all this is not to say I don't enjoy a good dose of the old ultraviolence in my games. I just wish they'd diversify a bit.
I couldn't agree more. I don't mind my media involving violence, but I do dislike that it seems to be the default option and considered the normal way to resolve interactions. Guns are dime a dozen and treated with all the gravity of toys. Violence loses all its impact when it's used so casually.
Coincidentally enough, I was having similar thoughts as Nameless Voice when I played through Metro 2033 again this weekend. I've read the book too, and the differences between the book and game as far as story goes are obvious but not thematically too different, and the protagonist Artyom goes through the same basic trials for most of the book. But where the book is a slow-paced exploration of its universe, the game shoehorns that exploration between giant gunfights. In the book you're playing as a naive young man who leaves his home station for the first time and, over the course of the book, kills one man and a handful of mutants. In the game you're playing as a naive young man who leaves his home station for the first time and, over the course of the game, single-handedly slaughters a substantial proportion of the Metro population. It was interesting to me to consider that the tones of the game and book are largely the same, the setting is the same, the stories are very close, and yet the difference in violence between the two is striking.
I think there are really two related but different issues I have with killing in games. One is that killing is the go-to choice for a gameplay loop, and games that don't need to be about killing prominently feature it anyways. The other is that in-universe, killing isn't given any weight, and you end up playing as ordinary joes slaughtering hundreds of people with no commentary from other characters. The game that really made me start thinking about these issues was Spec Ops: The Line (minor spoilers ahead), where you play a special forces soldier killing your way through hundreds of enemies like most any other modern shooter. Then at the end the game basically points out how ludicrous the whole setup was, how your failures could have been avoided if you'd just stopped and considered any option other than killing, and how once you step outside of game logic and start applying real-world logic to your actions, your protagonist is less a hero and more a bloodthirsty psychopath.
Just curious, how many of you guys have played Fahrenheit/Indigo Prophecy? It's not the best game and the story goes to la-la land in its third act, but I really liked the way gameplay was handled. A mix of third-person exploration, time-based challenges, and occasional cutscene Simon Says QTE sequences delivers an engaging (albeit weird) story without guns. And there's one scene that really vividly stands out for me when your character is confronted by two policemen who try to arrest him, and he fights back. Because the game hasn't been throwing violent situations at you left and right, a scene where your average joe protagonist takes on two cops hand-to-hand and wins has real impact. As, realistically, it should be.
Meanwhile, as a case study, take Payday 2. I've been playing this a lot with friends and it's interesting to me how the gameplay is structured. If you approach a heist stealthily, ordinary security guards patrolling the levels can be a nail-biting threat, and since guards start to get suspicious when their friends disappear just shooting them and bagging the corpses isn't a viable strategy. Despite the fact that the guards do very little damage and can be killed with ease, the mechanics of the stealth mode strongly discourage violence as a solution. Once you go loud, however, the security guards on the map last about five seconds, and then you face repeating waves of SWAT teams, FBI officers, and snipers magically appearing within mere seconds of the cops being called. The whole thing starts to get a little silly. I wonder if the basic heist gameplay could work if the players were more realistically vulnerable and the police response reduced proportionally, so the main threat comes from regular beat cops responding to the 911 call, and if you stay long enough for the SWAT teams to start showing up you're in real trouble.
This is all a little disjointed but what I'm getting at is that I think if games tried to be a little more restrained and realistic about violence, it would have a lot more impact and be more effective as a storytelling tool. Even for combat-focused games, instead of having me mow down easily-dispatched goons by the dozens, consider giving me a few enemies that are tough and smart and each represent a serious threat, as they would in real life. That's not to say that I want something like Doom or Serious Sam to try to be realistic, but while storytelling in gaming matures we're still seeing gameplay firmly rooted in that 90s pedigree, and the disconnect between mature, realistic stories and killing-by-the-hundreds gameplay in titles like Uncharted or Metro creates what I've seen termed 'ludonarrative dissonance'. I totally understand why games use violence as a means of conflict resolution, and it's undeniably
fun, but I still think it could be handled better than it tends to be, and in a way that better fits the stories.
heywood on 9/11/2015 at 15:30
The glorification of gun play and the trivialization of shooting people started in the 1930s with westerns and gangster films. And of course many of the war films following WWII. And in early TV. Then it followed into sci-fi, with lasers and blasters taking place of guns. And then mob films made a comeback, and now spy films. It's been a Hollywood staple since the beginning.
I think shooting stuff probably transferred over into early video games from sci-fi. And 1980s American television and cinema was full of guns, particularly machine guns, and so nobody really thought twice about shooting stuff in video games until first-person graphics starting making it look real.
What the games industry needs now is another way to fuel teenage boy power fantasies without shooting people.
Thirith on 9/11/2015 at 16:05
I'm wondering if it's even a primarily American thing, since guns play such a major part in the nation's foundational myths. Or is that looking at the past through present, NRA-ified eyes? Of course the European games I played as a kid also had lots of guns and killing in them, but so many of them were clearly based on Hollywood action movies, whether directly or indirectly.
Are shooters as predominant in Japanese gaming? I don't know the scene well enough to be able to tell.
Starker on 9/11/2015 at 18:03
Quote Posted by Nameless Voice
I'd argue that since it's a reboot, Lara's exact character in this version of the world isn't defined yet.
I'd say it was defined pretty well (at least they spent a big chunk of the game on her character development), but sure, they might yet do a complete overhaul of the character and make her a nervous wreck or whatever they like. The issue I was talking about was that they had two stories in the first game -- one was about the young inexperienced woman who survives a harsh experience and finds her confidence, the other was about Lara the psychopathic female Indiana Jones -- and you can't really have both. One is grounded in realism while the other is clearly not. In the real world, if someone (
https://www.youtube.com/watch?v=xcuS8xusy8k) had killed that many people, they would be known as Indiana Jones the mass murderer, not Indiana Jones the archaeologist.
Quote Posted by Thirith
Are shooters as predominant in Japanese gaming? I don't know the scene well enough to be able to tell.
RPGs are probably the biggest thing over there, but shooters don't do all that badly either, apparently: (
http://www.destructoid.com/call-of-duty-ghosts-sells-over-200-000-in-japanese-debut-266170.phtml)
heywood on 9/11/2015 at 18:17
Well, the glorification of gun violence has been a Hollywood thing right from the beginning. And Hollywood started out catering to an American audience before reaching the rest of the world. So I think the public appetite for guns in entertainment media might have started in America, but it didn't stay there.