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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