it feels jarringly misplaced, like a cartoonish Bond movie containing a 20-minute scene in which Blofeld tortures his cat to death.I don't know. I think it's a pretty amazing gesture for a genre that glorifies everything-gets-solved-with-explosives views of world affairs. I say this as someone who's enjoyed games like Halo, Rainbow Six, and a number of others.
I'm a game developer. I've made games where you spend the majority of your time killing police officers and soldiers.Are you saying that you were lazy in those situations, or that the developers of MW2 were lazy because their offensive and shocking level lacks a certain special artistry that offensive and shocking game did?
My take: This game sequence was written by lazy cowards.
But no. I'm sure they sat around at the office going, "Oh, dude. We're gonna challenge the audience ... really shock them out there in the suburbs ... hand me another Red Bull, willya? ... yeah, we'll shock those complacent sheeple out there ... Make their mommas cringe ... They'll talk about us ... Just have to make them look at it ... LOOK AT IT!"Full disclosure: one of my friends worked on MW2. You are not my friend. So I feel fine assuming that you're a lazy coward. Othering is fun!
FPSes typically dehumanize the player's enemies in order to render killing them gruesomely and repeatedly palatable. Consider how much time you've spent killing demons, aliens, zombies, Nazis, criminals, or lunatics - anything which the general public categorizes as "the other which must be destroyed". It's okay to kill them because our social prejudices label these groups as innately evil and judges their existence to be lacking authentic value.Honestly, I've sat in enough design and story meetings where disturbing material was proposed that I'll hazard a wild guess at the logic behind including this level: a) it greatly boosts the player's motivation to complete the story and see the downfall of an enemy they now genuinely dislike, and b) yeah, the controversy DOES happen to make great marketing fodder as well. It's been my experience that when decisions like this are made, the people making them are sincerely focused on the former reason, but aren't too upset about the latter, either.
Why I like what I've seen of this level is that it forces you to commit an act which is inarguably evil and provides you with actual reason to both fear and hate the people you'll spend the game killing. It exchanges tired cultural xenophobia for personal moral horror - all the worse for your participation - and to be honest I think that's actually a much more ethical motivation for the mass murder the player is going to spend the rest of the game performing.
Are you saying that you were lazy in those situations, or that the developers of MW2 were lazy because their offensive and shocking level lacks a certain special artistry that offensive and shocking game did?You're missing my point. You said that you spent your time making games in which the player kills soldiers and cops. I'm wondering whether you are admitting that you are fundamentally lazy when it comes time to create a game, or whether you are saying that the games you work on are in some way fundamentally different and more creative and engaging in their soldier-and-cop killing.
I'm saying the lazy-ass developers of MW2, the ones' responsible for making the call to include this on a high level (because this certainly wasn't the result of one person's work), were looking for an easy way to make things EXCITING and SHOCKING and CONTROVERSIAL, and they found it.
The sequence uses the concept of "it'll cost you a piece of yourself" as its fulcrum, but then fails to challenge the player to make any interesting choices and explore the meaning of that cost.Thanks for elaborating -- from what I've seen, that's definitely a fair point. I'm playing Dragon's Age at the moment, and the sequence in which you have to either kill a possessed child, take his mother up on her offer to be killed to power the blood rite that can free him, or embark on a long and difficult slog to gather help necessary to do it without any bloodshed, felt like an actual moral choice. In that sense the availability of numerous decision paths with their own consequences made it 'real'.
the RPG approach is sort of a cheap trick. They still follow a linear story and at most, you're losing a character. It is not as if they act selfishly or undermine you. You lose them or you don't.Well, apparently in DA:O if you anger your own party members enough, they'll actually attack you. I've already encountered situations where having one party member in tow rather than another undermined a conversation I was having with an NPC -- they jumped in and interrupted me because of conflicts they had with the NPC.
Another problem with games and drawing out strong emotions like that is that games generally lack consequence because of save games, so anything that's really bad would immediately get erased when the player reloaded his save. It's kind of a fine line to walk to have profound negative consequences and not have the just roll back the clock immediately.This is an issue that came up in interesting ways when Steel Battalion shipped for the original XBox. They sold a monumentally complex 'cockpit' controller that you used to play the game. It had something like a bajillion buttons, switches, toggles, and joysticks to control a giant mech that you piloted.
Thankfully Borderlands has me covered, the only tough decisions I'm faced with is which of the 87 bazillion weapons to pick up next. Awesome times.The interesting thing, of course, is that Borderlands totally, absolutely abandons any pretense of good guy/bad guy posturing. There are the mercs for a particular corporation, but there's no moral component to it. They just happen to be the bigger guys who are next in line for a beat-down.
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posted by verb at 2:20 PM on November 10, 2009 [3 favorites]