Showing posts with label Game Cameras. Show all posts
Showing posts with label Game Cameras. Show all posts
Tuesday, October 14, 2008
Who am I, Dead Space edition
Yesterday, we talked about the relationship between the player, his character, and the game camera, and how that relationship needs to stay consistent throughout a game in order to maintain the illusion of reality. If the player is assuming the role of a character -- not just directing his movements, but inhabiting his body -- then the game shouldn't do anything to take away the player's agency, without a good reason. This is a mistake many first-person games make.
Dead Space, a third-person shooter, has the opposite problem. The hero, Isaac, is a silent hero in the Gordon Freeman mold. Other characters speak to him constantly, but he never replies. His face is covered at all times by an impersonal mask. He may as well be a robot. Yet by showing Isaac from a third-person perspective, the developers have removed the logic from this style of protagonist. As the player, I am watching him from a distance -- a slight distance, but a perceptible one. It doesn't make sense that he doesn't respond to the things other people say. I think to myself, I can't possibly be the only person who thinks this guy is weird.
Further, the storyline attempts to give Isaac motivation in the form of a personal relationship with a crew member on the Ishimura, the ship he's been sent to rescue. It's not clear if she's a lover or an ex-lover, but the prologue shows Isaac pining for her, and as events on the Ishimura become ever more dire, he begins to hallucinate her presence. But because the player is unable to form that third-person relationship with Isaac -- because Isaac is not given his own dialogue and personality that we can share -- this attempt at providing subtext doesn't quite work.
Dead Space also does something original that does work, and that I'd like to see emulated in other games. When it comes to characterization, the game gets lost a little bit between first- and third-person. But Dead Space's interpretation of the physical space of the Ishimura, and of the relationship between the character and his surroundings, is consistently played out in smart ways.
To start with, there's no HUD. Isaac's health is represented by a light meter running up his spine. Each weapon displays its own ammo count. But that's been done before. What's unique to Dead Space is that when Isaac pulls up a map, his inventory screen, or his mission objectives, these elements are actually projected holographically in the game space. We're not looking at them so much as we're looking at Isaac looking at them. They don't live in their own meta-space, apart from game events.
It may not be obvious that this is what's happening at first. Isaac picks up audio and video logs that display in front of him. You might notice that their relative position to him doesn't change with the camera. What's surprising is when you swing the camera around and notice that you're looking at a reverse image of a video message, or your inventory screen. At one point, you see another character watching a video communication that hovers just in front of him, and you realize how committed the game is to rooting everything in its virtual reality.
With a survival-horror game like Dead Space, the setting is every bit as important as the action. The Ishimura still doesn't feel like a character all its own to me, the way Rapture or the Von Braun did. But the developers have set down a useful marker for others to follow.
Monday, October 13, 2008
Who am I?
In college, I had an awesome creative writing professor named Rick Reiken, whose big lesson was what he called the "author-narrator-character" spectrum. As the writer, it's your job to figure out the separation between the author and the narrator, and between the narrator and the characters. Are you, the author, also acting as the narrator? Or is the narrator a separate, fictional character? Is he part of the story or an observer? You can choose to write from any place on this spectrum, and you can arrange the distances between its three points in any way you choose for your story. What matters is keeping everything on this spectrum consistent throughout the piece. As you might expect, it's harder than it sounds.*
Video games have a similar spectrum -- and about the same spotty record of success as a bunch of undergraduate wannabe novelists. In a game, there are three entities sharing control of the experience: the player, the camera, and the character. The difference is that these don't exist on a straight line. They all overlap, like a Venn diagram. In a first-person shooter like Half-Life, the player, the camera, and the character are all the same. In a third-person action-adventure game like God of War, the camera and the player are distinct, but the player and the character are mostly one and the same. In a strategy game like Warcraft, the player and the camera are the same, but the characters are on their own.
That's the broad theory I've been turning over in my head for a few days, ever since I started playing Dead Space. I'm less interested in how this applies to all games, and more interested in how it might help us make sense of single-player, storyline-driven games. Essentially, what these games need to decide is where to put the barrier between the player and the character he's controlling. Camera control can be the most important element in this. (Corvus Elrod's recent series of posts about game cameras informed some of my thinking on the subject.)
I mentioned Half-Life above. It's a game that comes up often when people discuss the pros and cons of trying to make the player feel like he is the character. Some people like the approach Valve takes to Gordon Freeman, and some people don't, but what's important to note here is how consistent it is. You see the world only through Gordon's eyes -- he is the game camera. When NPCs speak, they are addressing the character, the camera, and player all at once. Through four different Half-Life installments, this has never changed. The concurrent camera and character control is never arrested from the player, except when Gordon Freeman is physically restrained by something in the game world.
Compare this to the muddled take in the very bad, inexplicably defended, Clive Barker's Jericho. It seems as though Jericho takes the Half-Life approach, merging the player with his character(s) as closely as possible. But there are problems almost immediately. At the beginning of the game, your character wakes up in bed and answers the phone. You see this through his eyes: First you glimpse then ceiling, and then your perspective see-saws as the character sits up. You see his hand reach down, pick up the phone, and raise it to his/your ear. And then, you don't hear what's being said on the phone.
That one moment gives the lie to the whole charade. If you were watching him from a third-person perspective, the lack of audio would make sense. But you're not. If you were in the head of this character -- a conceit which forms the basis for most of the gameplay that follows -- you should hear what he hears, in addition to seeing what he sees. Without that internal logic, it's harder to lose yourself in the game. It's behind the eight-ball even before the flaws of the gameplay show up.
As I said, this issue has been on my mind since I started playing Dead Space. That's because Dead Space does one thing extremely well with its take on the player-camera-character spectrum, and one thing poorly. Tomorrow, I'll talk about both of those in detail.
*I look forward to the day that Professor Reiken, upon finding this page after Googling himself, leaves a comment to let me know I got that all wrong.
Video games have a similar spectrum -- and about the same spotty record of success as a bunch of undergraduate wannabe novelists. In a game, there are three entities sharing control of the experience: the player, the camera, and the character. The difference is that these don't exist on a straight line. They all overlap, like a Venn diagram. In a first-person shooter like Half-Life, the player, the camera, and the character are all the same. In a third-person action-adventure game like God of War, the camera and the player are distinct, but the player and the character are mostly one and the same. In a strategy game like Warcraft, the player and the camera are the same, but the characters are on their own.
That's the broad theory I've been turning over in my head for a few days, ever since I started playing Dead Space. I'm less interested in how this applies to all games, and more interested in how it might help us make sense of single-player, storyline-driven games. Essentially, what these games need to decide is where to put the barrier between the player and the character he's controlling. Camera control can be the most important element in this. (Corvus Elrod's recent series of posts about game cameras informed some of my thinking on the subject.)
I mentioned Half-Life above. It's a game that comes up often when people discuss the pros and cons of trying to make the player feel like he is the character. Some people like the approach Valve takes to Gordon Freeman, and some people don't, but what's important to note here is how consistent it is. You see the world only through Gordon's eyes -- he is the game camera. When NPCs speak, they are addressing the character, the camera, and player all at once. Through four different Half-Life installments, this has never changed. The concurrent camera and character control is never arrested from the player, except when Gordon Freeman is physically restrained by something in the game world.
Compare this to the muddled take in the very bad, inexplicably defended, Clive Barker's Jericho. It seems as though Jericho takes the Half-Life approach, merging the player with his character(s) as closely as possible. But there are problems almost immediately. At the beginning of the game, your character wakes up in bed and answers the phone. You see this through his eyes: First you glimpse then ceiling, and then your perspective see-saws as the character sits up. You see his hand reach down, pick up the phone, and raise it to his/your ear. And then, you don't hear what's being said on the phone.
That one moment gives the lie to the whole charade. If you were watching him from a third-person perspective, the lack of audio would make sense. But you're not. If you were in the head of this character -- a conceit which forms the basis for most of the gameplay that follows -- you should hear what he hears, in addition to seeing what he sees. Without that internal logic, it's harder to lose yourself in the game. It's behind the eight-ball even before the flaws of the gameplay show up.
As I said, this issue has been on my mind since I started playing Dead Space. That's because Dead Space does one thing extremely well with its take on the player-camera-character spectrum, and one thing poorly. Tomorrow, I'll talk about both of those in detail.
*I look forward to the day that Professor Reiken, upon finding this page after Googling himself, leaves a comment to let me know I got that all wrong.
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