Showing posts with label violence. Show all posts
Showing posts with label violence. Show all posts

Wednesday, February 25, 2009

Signifying Violence, Part Six: The Six Million Dollar Gear




I don't mean to suggest that the scripted plot points and boss fights in the Metal Gear Solid franchise undermine the "proper" form of the game, or that somehow these games are somehow in a more pure form when you're lurking about and garroting faceless thugs. A large portion of what makes these games memorable occur within boss environments: The grandiloquence of these cartoonish villains, the defiance of physics in no-holds-barred supernatural brouhahas, the sheer weirdness of it all.

Even admitting that Metal Gear is always pretty weird, these are the moments that crank the weirdness to eleven.


Well, it's one weirder, isn't it?

Being spaces that function with their own internal logic, the boss fights are often locations where new sorts of play rules are imposed. There is the player-referential fight with Psycho Mantis, where through mental manipulation the game is manipulated through psychic hoodoo. Mantis would make the screen blank out, as if resetting the game, activate the controller rumble, and would taunt the player based off of other Konami games on the save file. In MGS3, there are easter eggs like letting an antidiluvean sniper die of old age by leaving the game file alone for enough time. And then there is the gauntlet of metatextual weirdness that is the final chapter of MGS2, in which a simulated reality system breaks down, trying to convince the protagonist that he is, in fact, just a character in a video game.

Hideo Kojima has a keen understanding that at these moments the game exerts complete control over the play experience. Notions of play choice and option management, staples in a game like Metal Gear Solid, disappear completely in favour of a singular, cinematic viewpoint. This exercise of control is put to use several times, to various effects. However, there is one point in the series which deliberately brings together the experiences of both aspects of gameplay, to elaborate an experience of play violence

In the nearly final confrontation in Metal Gear Solid 3, you square off against your former mentor, appropriately titled "The Boss". Though you assume that she is a defector, after besting her, she admits that she has been working as a double agent. Throughout the game, the sub-bosses that she sent to kill you were sent, by her, to die - thus internalizing and repurposing the sensation that it is not the player who kills these figures, but the game - and now, in order to further maintain the secret of her affiliation, orders you to kill her.

This is done via cutscene, but as you are ordered, the camera pulls back, and everything stops. It is here that the player realizes that it is not the character of Naked Snake being ordered to kill "The Boss", but the player themselves. Here, rather than defer any emotional ascription of the act of killing to the cinematic impulses of the game, the player's play experience intrudes into the scene. In order to proceed, the player must hit the "shoot" button, shooting "The Boss" at point blank range in the head, killing her instantly.



As a play experience, it is painful and unpleasant. Kojima, who has attempted through the course of his games to draw attention to the player's complicit role in the experience of playing a characer, here forces the high signification of violence sphere of play atop the high mediation cut scene experience upon which the player has come to rely. Doing so not only kills "The Boss" as a boss, but as a character - and it is the same act that metaphorically kills Naked Snake, now destined to become a non-player character and seeming villain for the remainder of the series.

In the same way that No More Heroes is a game about video game violence, rather than simply a violent game, Metal Gear Solid 3, and to an extent the entirety of the series, are not just games in which the player lacks control, but games in which that lack of control is thematized and made central.

I don't mean to equate this level of manipulation to directly positive gaming experiences, only notably different ones. It's precisely this reason that Metal Gear Solid 2 stands in my mind as one of the most skull-smashingly bad experiences I have ever had playing a game. I would rather brush my teeth with a straight razor rather than sit through the whole thing again. I think it's fair to say that it fails as a game, but succeeds as an experience. As to what kind of experience, who can say? For me, it succeeded as an experience of hating, hating, hating it.

So that may be something.

- Rook

Tuesday, February 24, 2009

Signifying Violence, Part Five: Insert Number Based Movie Reference Here




Are we at the fifth installment of this digression already? How time has passed! I can remember, dimly, a time before all of this, when mediation and signification of violence in video games weren't graphed against each other and considered in turn. A simpler time. How we sung! How we danced!

BUT THERE'S NO GOING BACK NOW, PEOPLE. Because here we are, at number five. That may not sound like a large number by itself, but just consider: By the fifth Rocky movie, Rocky had brain damage. By the fifth Harry Potter movie, the child actors had aged to the point that they looked darn-near thirty. And by the fifth Saw movie, no one in their right mind cared anymore. On the other hand, "Five Easy Pieces" was the best one in the epic "Easy Pieces Pentalogy." So it's sort of a toss-up.

When last we left off, your humble narrator was outlining the degree to which certain games exhibited some dramatic shifts of both mediation and signification of violence. In Diablo 2, this happens when gameplay is moved from the standard mode to "Hardcore Mode" which introduces an element of permanent death. In No More Heroes, certain editions were heavily edited, and the result is a game environment that represents violence very differently. I illustrated this latter case by linking to a game clip including a man with weaponized nipples.



"Are those guns grafted to your vestigial man-mammaries, or are you just happy to see me?"


But in both these cases, the shift in how violence is mediated and signified occurs outside of a play environment, as either a shifting of game mode, or through a jump from one version to another. As a final example, I'd like to consider the degree in which a game can be said to move about these fields during play. So, once more I light the incense and begin the unholy chanting that will summon forth to this world... "The incredibly small chart."

BEHOLD IT, IN ITS SPLENDOR.




As you can see, though the first two examples tend mainly to the right side, being games with medium-to-high degrees of play mediation, The Metal Gear Solid Series' shifting draws it from a place of low-mediaton/high-violence-signification to one of extremely high-mediation/moderate-violence-signification. Where in the latter two cases small changes are made to play mediation that, in turn, reflect upon the signification of violence, the examples here reflect a dramatic shift along both axes.

While playing through the bulk of the game, your objective is to kill as little as possible, and be unseen. You are provided with the tools to remain undetected, and from a gameplay standpoint, every skirmish you do get into represents a failing on the player's part to avoid conflict. The result is a sandbox environment that weighs killing against nondetection, similar to the Grand Theft Auto games.

All these options laden your actions with significations of violence: Since you may choose to skip conflicts, it is an option you actively exercise, or are forced into. Since it typically occurs during moments of increased conflict and stress, your usual toolset is compromised and often the acts are represented as desperate ones. The bodies of slain men stick around, and must be lugged about so as not to draw attention. And, finally, the many realistic ways you can dispatch your foes only adds to the sensation that these are weighted acts of violence.

All this changes when play moves away from the chiefly play-oriented environment of the world to the highly narrative environment of boss conflicts. Gone are the sandbox elements of nondetection and combat evasion: In these circumstances you are confined to a usually small arena, and must fight until the boss is dead. Entire bodies of gameplay are abandoned in these places for a new bag of tricks involving efficient boss killing. It helps that Kojima's bosses aren't just your standard villains, but cartoonishly exaggerated uberbosses. They don't just chew the scenery: they devour it whole, then shoot flaming hunks of it back at you, all the while minging about their sad childhoods in Kurdistan, or outer space, or whatever.

It's one thing to hold up some nameless grunt, shake him down for information, then accidentally hit the wrong button, slitting his throat. It's quite another to go head-to-head with a man who spits BEES at you, while helpfully shouting "GO, MY BULLET BEEEEEES."

Trivia: In French, his name is "THE BREAD."


Though you might imagine that killing a character with a name and personality would increase the degree to which violence in signified, the opposite is true: These function as plot points. Since killing these figures is mandatory, the player is absolved of anything that they may do. No game highlights this better than Metal Gear Solid 3, in which if you do take the crafty route and tranquilize rather than kill the bosses outright, they will fall down, go through the same death-spiel, then EXPLODE ANYWAY.

The point is made that it isn't you killing these figures - it's the game. By forcing you out of the sandbox and into the gladiator's pit, by letting its villains rattle of their speeches beforehand and gargle out their dying breaths afterwards, most signification which would link your behavior to violence is scored away: Suddenly you aren't in a game. You're in a movie, one that is possessed of it's own tautological morality. James Bond can kill with impunity because he is JAMES BOND. For Solid Snake, killing is avoidable and stealth is preferable, except when they aren't. And when they aren't, it's okay... because he's not Solid Snake anymore.

He's JAMES BOND.


I mean, I know he has a license to kill... but does he have to be so darn smug about it?

- Rook







Tuesday, January 20, 2009

Signifying Violence, Part Three: Turtles in Time




In my last two posts, I looked at two factors that affect performances of violence in game-space: mediation and signification. In terms of the latter, I looked at the degree in which acts could be signified as violent or otherwise, and how these significations affected play experience. In case of the former, I looked at how the degree to which play was controlled, in terms of what a player could and could not do.

So now we have two major forces at work, shaping how violence is portrayed in video games. I think we all know what I have to do now.

I HAVE TO GRAPH IT.




This graph is funner than a skin graph, but less delicious than a pie graph.

I made this graph using the most cutting-edge software available to me: The paint program that comes with every computer. You might want to click on it to make it big, instead of "undersized the point of Clown Car hilarity."

Here are twenty games, plotted in relation to the degree in which their acts of violence are signified, and the degree in which these spaces are mediated. In placing these games along these two variables, a number of considerations were made regarding what constitutes highly signified violence, and how mediation should be understood in this context. After placing these games, a number of things stuck out:

1) The games that exhibited the highest signification of violence did so through very different means.

Fallout scans so highly because, in terms of representation and play factor, pains were taken to represent a space in which violent acts are real, and have consequences on a game-world. If you breeze into town and blow everyone away, it'll be a ghost town for the remainder of the game. There's no respawn, and no 'reset switch'.

State of Emergency, as a riot simulator, places graphic violence as chief thematic element and central play element: It makes even Grand Theft Auto seem restrained in comparison.

Finally, Super Columbine incorporates footage of actual event to distinguish their game as tied to the actual fact of violence, rather than something divorced from reality.


2) Though genres tensed to shake out along the horizontal axis, with puzzle and free-roam games tending left and more mediated play experiences like platformers and role-playing games tending right, a number of influences could cause a game to shift both in terms of mediation and signification.

When the Final Fantasy series, a highly mediated play experiences that contains moderately signified acts of violence (other figures are 'killed', within context, but this killing is not graphic or thematized') produced a "Tactics" spin-off, it significantly introduced a feature in which injured party members could 'die' permanently if not tended to on the battlefield. The result is a game where the constant RPG 'killing' is given consideration and resonance, bolstered as well by a darker, Machiavellian narrative of court intrigue.



Once in a public washroom I saw written "Machiavelli was naive."
Underneath it, someone else wrote "SO WAS YOUR MOM."

We can see a game like World of Warcraft make a similar shift in both mediation and signification when play moves from a player-versus-player to a player-versus-environment game setting. With the former allowing players greater opportunity to attack and hinder unwilling players in the vast no-man's land of contested territory, gameplay is both less mediated, and has a stronger signification of violence. Implementing one change, albeit a major one, can shift a game along both axes.

3) In most cases, the games that graphed lowest in terms of signified violence avoid such signification through abstraction, instruction of non-violent game mechanics. In the case of Puzzle Pirates, the ostensibly violent acts of attacking and plundering another shop on the high seas are reflected through simple and cheery mini-games. Abstraction plays a major part in the innocuousness of a game like SimCity, one in which you can level entire metropolises through fire, wind, earth and water.


In this scenario, the final element of 'heart' is replaced by 'monster'.

In a strictly denotative sense, these are acts of massacre, to rival the bombings of Hiroshima or Dresden. But because these acts are abstracted to the point of inoffensiveness, because you can 'hit a button' and restore your shattered burgs, because it is fundamentally a game thematically concerned with building, rather than destroying, these acts carry all of the freight of a someone knocking over a pile of blocks.

By plotting franchises, rather than individual games, there is of course room for imprecision. The recently-released Fallout 3 would scan slightly to the right than previous entries, and lower down, due to the game-designers decision to omit the ability to kill children, a move that has, incredibly, earned them some criticism.

On the other hand, the top-down, splat-cartoon vantage and tone of Grand Theft Auto 1 and 2 would scan a good deal lower, in that its homicidal bent is treated both at a distance, and with a dose of irreverent humour.

Finally, user-generated content like suicide booths and grave plots in games like Second Life offer a chance to inch both higher and further left, though these additions currently are purely cosmetic propositions.


In a week, I'll conclude with an examination of games that vary wildly in terms of mediation and signification of violence, including a few that attempt to subvert the long-established tropes of violence-as-progress and the function of conflict in game-space.

And then it'll be right back to the dick jokes and oatmeal recipes, I promise.

- Rook

Tuesday, January 6, 2009

Signifying Violence, Part 1: How I Learned to Stop Worrying and Love the Bomberman




In Zork, one of the original text based games, many short commands would produce numerous replies - a type of conversational easter egg that acknowledged how frustrating navigating this type of space could be.

If, in a fit of pique, the player typed "Kill Self" they game would reply: "It is forbidden to commit seppuku." At once acknowledging the action and dismissing it, it framed the question of action in games as a matter of mediation. What one could or couldn't do isnot 'forbidden' by social customs, but by the game itself. The game space may be malleable, but the player is indestructible.

Other games of the time were also toying with the boundaries of what you could and couldn't kill. At the end of Taito's Double Dragon, after all the enemies have been vanquished, both players must fight each other to determine who ends up saving the captured ladyfriend. In a final twist, co-op becomes versus, and the player you've been playing beside for hours suddenly becomes one more thug to smack down.


Another early game where it is definitely not "forbidden to commit seppuku" is Hudson Soft's Bomberman, a game wherein one plays a bomberman, whose job it is to bomb other mans with bombs. Much of the game is spent ducking around corners to hide from bombs you've laid, as nothing distinguishes your enemies' bombs from your own. By the time you're in the thick of things, there exists no real boundary between you or your opponents actions: The only question you ask yourself is whether any given nook will, or won't be blown to smithereerns.

In these cases, the general rule that these games will protect you from yourselves is broken, whether by allowing counterproductive play choices, changing the rules of how players interact, or not differentiating a player's attacks from an opponent's. Ultimately the "video" part of video games relates to mediation: How much, or how little, one can do within the parameters of a program.

But the moment that interactivity is expanded to a point that includes changing the way that one negotiates a game-space (through bad decisions, or altered rules) suddenly you enter into an ambivalent realm, where a host of questions apply: What happens when it's not men, but children and prostitutes, than you can kill? At what point is it a moral decision, and upon whose behalf is good behavior enforced?

On Thursday I'll be looking at some later games in which interactivity (in terms of what you can, or cannot do) applies directly to the gaming experience, and tackle some of the questions that are raised.

- Rook