HeaviosityComplications Ensue
Complications Ensue:
The Crafty Screenwriting, TV and Game Writing Blog




Archives

April 2004

May 2004

June 2004

July 2004

August 2004

September 2004

October 2004

November 2004

December 2004

January 2005

February 2005

March 2005

April 2005

May 2005

June 2005

July 2005

August 2005

September 2005

October 2005

November 2005

December 2005

January 2006

February 2006

March 2006

April 2006

May 2006

June 2006

July 2006

August 2006

September 2006

October 2006

November 2006

December 2006

January 2007

February 2007

March 2007

April 2007

May 2007

June 2007

July 2007

August 2007

September 2007

October 2007

November 2007

December 2007

January 2008

February 2008

March 2008

April 2008

May 2008

June 2008

July 2008

August 2008

September 2008

October 2008

November 2008

December 2008

January 2009

February 2009

March 2009

April 2009

May 2009

June 2009

July 2009

August 2009

September 2009

October 2009

November 2009

December 2009

January 2010

February 2010

March 2010

April 2010

May 2010

June 2010

July 2010

August 2010

September 2010

October 2010

November 2010

December 2010

January 2011

February 2011

March 2011

April 2011

May 2011

June 2011

July 2011

August 2011

September 2011

October 2011

November 2011

December 2011

January 2012

February 2012

March 2012

April 2012

May 2012

June 2012

July 2012

August 2012

September 2012

October 2012

November 2012

December 2012

January 2013

February 2013

March 2013

April 2013

May 2013

June 2013

July 2013

August 2013

September 2013

October 2013

November 2013

December 2013

January 2014

February 2014

March 2014

April 2014

May 2014

June 2014

July 2014

August 2014

September 2014

October 2014

November 2014

December 2014

January 2015

February 2015

March 2015

April 2015

May 2015

June 2015

August 2015

September 2015

October 2015

November 2015

December 2015

January 2016

February 2016

March 2016

April 2016

May 2016

June 2016

July 2016

August 2016

September 2016

October 2016

November 2016

December 2016

January 2017

February 2017

March 2017

May 2017

June 2017

July 2017

August 2017

September 2017

October 2017

November 2017

December 2017

January 2018

March 2018

April 2018

June 2018

July 2018

October 2018

November 2018

December 2018

January 2019

February 2019

November 2019

February 2020

March 2020

April 2020

May 2020

August 2020

September 2020

October 2020

December 2020

January 2021

February 2021

March 2021

May 2021

June 2021

November 2021

December 2021

January 2022

February 2022

August 2022

September 2022

November 2022

February 2023

March 2023

April 2023

May 2023

July 2023

September 2023

November 2023

January 2024

February 2024

June 2024

September 2024

October 2024

November 2024

 

Tuesday, July 26, 2011

A writer friend of mine asked me to show her HEAVY RAIN and some other video games -- she's planning her own detective game. So I played it a little deeper than I did the last time, which wasn't very far. I get Richard Rouse's complaint -- the game makes you its bitch. You don't really control the action at all. You can simple fail the action. I get in a fight with a dude, and I can either hit the right keys or not hit them. If I don't hit them, I lose the fight. But all I'm doing is hitting X when an X flashes on the screen and O when an O flashes. It's not like a proper fight where I can choose to dodge or hit or grapple.

I can see why a lot of hardcore gamers consider this not really a game, even if the critics liked it pretty well.

For me, it's about immersion. In a movie, I'm immersed if the character is someone I care about. (It doesn't help that the dad is such a pathetic, whiny guy -- he's not someone I care about.) But in a game, I'm immersed if I'm making choices for the main character. If I'm just following orders, then I don't get involved emotionally. Emotion (beyond sheer thrill and excitement) is about making moral choices.

When I blow a case in LA NOIRE and convict the wrong guy, I feel a lot worse than I do playing HEAVY RAIN. The setup was taking so long I was yelling at the game, "kidnap the damn kid already, for chrissake! Let's go!"

I'm developing this thought more in a talk I'm giving to the MIGS in November.

Labels:

1 Comments:

I agree with your point of view, but let’s look at “GTA” like games. You have freedom to kill someone any way you want – kick to death, slice with knife, shot with gun, pistol, AK47, m16, Uzi, kill with grenade, or bazooka, or sniper rifle, take headshot and blow his head to pieces, fill his stomach with 30 bullets, cut him with the blades of helicopter, kill him with car explosion, hit him to death by bus, run and shoot, kill him silently, kill everyone around or just one you need to kill, covering and not covering, etc., etc., etc. But whatever you decide to do, there is one rule – you must kill that someone. This whole story doesn’t care about what you want. There were just one decision in whole game when you were needed to choose between “a” and “b” and it affects the final (a little). And the others shooter games usually don’t have emotion involvement except WOW factor when something blowing or it was beautiful headshot.

Choice just how to kill somebody in games is no choice at all and it’s not main factor of immersion. At least in heavy rain you have visibility that you have more options than you actually have. This was more like a movie than standard game - beauty action scenes; love scenes; not perfect, but interesting screenplay; right music at right places and they were trying us to care about heroes. They cut boring moves from “a” to “b” point to start next mission. You don’t need to jump through the roofs 99 percent of the game to look at the 1 percent of the story, which usually anyway silly.

Some gamers not like it or not fill emotional immersion as they usually had in other games because here we don’t have usual gameplay elements, when they were collecting something, finding something, completing all the quests, having relationships with another characters in the game for 200 hours in a row – of course they have care about their characters more, than not doing it in game they finished in 7 hours. It’s not about the emotional immersion like in movie, it’s just about “I live with this woman for 20 years, have house, children, some common sh*t, how can I not love her?” (although, somebody can, maybe it’s better to compare with children).

Actually, without technical aspects, Heavy Rain has only its story – there is nothing to do if you don’t like their story. And also they have 4 characters, may be this is to ensure that each one has found his character, he most like, and live through the story with him. Antagonist is most boring character and I’m not sure there are a lot of people who love him.

By Blogger Mr. Brightside, at 8:38 AM  

Post a Comment

Back to Complications Ensue main blog page.



This page is powered by Blogger.