Analysis of video games as a reflective form of media
By Kanishq Reddy
Much
attention has been directed to the use of video games for learning in recent
years, in part due to the staggering amounts of capital spent on games in the
entertainment industry, but also because of their ability to captivate player
attention and hold it for lengthy periods of time as players learn to master
game complexities and accomplish objectives.
Introduction
As this paragraph states, video games
have the ability to immerse players for long periods of time and keep them
entertained. Many gamers pride themselves on the thousands of hours they have
spent playing video games. These games in recent years have become visual
spectacles, with current technology we can create simulated worlds and dramatic
narrative scenes, in comparison to the pixel games of the arcade days. With
virtual reality on the rise, we start to imagine different ways of interacting
with each other and an entirely alternate space. There are many video game
protagonists held in acclaim, like action heroes in Hollywood, some known for
their notoriety like Far Cry 3’s secondary
antagonist Vaas Montenegro and many
champion or heroes in the realm of multi-player games. The vast worlds of Witcher 3 and Elder Scrolls V: Skyrim or the PvP of Overwatch or DotA being
the first video game based e-sports tournament to reach a prize pool of Twenty
Million US dollars in 2017, these are few of many impressive feats done by
video game developers to create such a large economic and social demand for
this avenue of entertainment. So, what makes these video games so popular and
so entertaining, how it is different from other media and what does that tell
us about ourselves? In this paper we take a look at the process that goes behind
creating such life like characters and how these games reflect what we think
about the narrative structure of our own lives, each in their own different
way.
Creation
To understand what makes video game
characters special, we need to first look at how a character is made and how it
is designed to interact with the player in an attempt to mimic life. It usually
begins with an artist rendition of the character, created as reference for the
future 3D model. The character is usually drawn in multiple stances, lighting
and environments. The second step is where the character is created with a
basic shape, what some would call a 3D outline or a Base Mesh. Next, the
details are sculpted into the Base Mesh to add the details of the body to make
it look as realistic as possible. The final step is when texture, colour and
clothing is added to the model, completing it. Then it is shipped off to the
animators, who with the help of intuitive 3D animation and UI/UX interactions
create a character how seems incredibly life like and can trigger and respond
to actions and reactions of the player. These interaction are designed differently
based on what device the player is using to play a game. Haptic feedback on
controllers, visual triggers through a camera and virtual reality are just some
of the few unique interactive methods that are used in the video game
development industry. This is one of the significant differences between video
games and other media.
In the broadest of categories possible,
modern video games can usually be divided into two, Single Player oriented and
Multiplayer oriented. Let’s take a look at the two and see how each of them
have a unique approach in creating life like narrative interactions for the
player.
Single Player
Most single player driven video games are
dependent on a deep narrative, very similar to movies they are usually stories
of conflict or redemption for example – God
of War (Santa Monica Studios), The
Last of Us (Naughty Dog Studios). Both these games have a deep narrative
with multiple characters that develop over the course of the game. These games
are usually action packed, making the player constantly combat enemies and
solve puzzles in precarious situations. These games are made to feel cinematic
and feeds off our natural state of creating narrative arcs for our own lives,
in a way that movies do. In these games, there is a lot of interaction between
the player and NPC’s (Non – Playable characters). It is imperative that games
mimic facial expressions, gesture and voice to make it feel natural. Many games
that do not hit the mark due to shoddy job with the animation quality and
repeated gestures or phrases. The developers that focus on these aspects have
truly created some visual masterpieces in the last decade, one of the most
well-known is The Elder Scrolls V :
Skyrim, which has been remastered for almost every platform of gaming.
Multiplayer
In
an overview of the design process and the various elements of multiplayer
games, Zagal, Nussbaum, and Rosas (2000) examined the role of interactivity as
a critical element in effective games, proposing that game designers should
consider the extent to which the game rules, props, and tools affect stimulated
and natural social interaction. Such interactions might depend on cooperation,
competition, or a combination of both. They might also require synchronicity or
coordination, types of interactions which are determined by player composition
in the game. The article included a model for analysing player composition and
social interaction in game design.
Multiplayer Games are both extremely
competitive as well as cooperative. It requires the coordination of players to
achieve goals as well as deal with other players who are competing against you
eg. DotA 2, PUBG. Usually games require
players to take on different roles to be a functional and effective team. Much
like a sports team in real life. The other side of Multiplayer games not only
creates a competitive space, rather they are large worlds in which all the
players can explore, enjoy and interact with known as MMORPG’s. This is
important because, this is where the largest mimicry of life is seen. These
worlds are built with deep lore, usually based on the resolution of a conflict
or the beginning of a conflict. You are allowed to build your own character,
make it unique and customizable rather than have to play a fixed character in a
fixed narrative. You have the choice to do events or quests that are not part
of the narrative. You can interact with all other players playing the same game
and complete objectives alongside them. I feel this approach is important as it
is the closest way in which developers have simulated a social and economic
world in the digital realm.
Observation
It’s very important to note that both
these types of games have one thing in common, engaging the player. Treating
him/her as an active participant in the game. The key to this is to allow the
player freedom of choice, either in the narrative, gameplay or online
interactions. In single player it’s usually a lot more subtle as the game is
leading the way using a narrative. To make sure the player does not of feel
like he is being herded, developers hide freedom of choice in the gameplay.
Alternate routes, multiple weapon choices and different play styles. MMO’s
rather are a little more obvious with their idea of freedom of choice, so much
so that most MMO’s have so many customisations (Armour, weapons, accessories,
gems, skills, items etc.) That it
becomes too difficult for the player to manage so many aspects of their
character. But we can understand that the key to making an effective game is to
also simulate a freedom of choice, to make the game more engaging and
immersive.
So, in the end what do these unique
approaches tell us about ourselves and the way we live our lives? For a good
game to be playable after the story is over is very important. Most gamers
refer to this as “end game”. There needs to be some level of interaction and
conflict once the story arch is done, so that the player is still engaged. This
is very similar to reality as there are not true happy endings, because life
goes on. And because the game exists beyond the narrative, it is different from
other forms of media. They not fit the convention of narrative entertainment.
With new technology and equipment, the future of human interaction can be
revolutionized and maybe then we might be able to learn more about ourselves
than ever before.
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