Solid article.
Therumancer said:
I'll also say that the motives of a seriel killer can be made broad enough to give him a formula while also making it exciting for the viewer instead of it being the same thing every time. Movies like "Seven" have done this brilliantly in the past. Of course what keeps people interested in such movies are the elaborate kill scenes, and all the depravity. You could do this kind of thing in a game, but the industry is afraid to really push the "M" rating the way the movie industry pushed the "R" one. Hollywood fought long and hard to be able to get away with the things it currently does, and noone in the gaming industry currently has the guts.
I'm glad you bring up "Seven" because that really changed the game for serial killer fiction on so many levels, and it wasn't just the killer and his motives and his imaginative killings, it wasn't just the characters' subplots, it wasn't just the investigation. As an editor I feel quite dumb that I can't just say "boom, it's this thing, that's what's awesome about 'Seven.'" I'm going to say it's the decay. The characters, their lives, the investigation, the city, it's all decaying on screen as you watch. It may be a decidedly 90s grunge-y decay, but I can still watch that movie over and over today and see it as a relevant piece of film. It wasn't just shock-kills, or a brilliant serial killer (I completely agree with the article's assessment of how killers are deified in their stories, by the way). So much in that movie is contrived near-perfectly to put that feeling in the viewer. And that is something games don't seem to capture very easily.
Condemned did a pretty damn good job for me. There were times in that game were I didn't feel safe. And not like, in real life I didn't want to turn around. Like basic videogame safeties weren't applicable. Bad shit could happen in that game beyond me having to restart. I'm probably not describing this very well, but it was like I couldn't rely on all my previous gaming experience to plow through Condemned's story (even though I could have). I just had to be on my toes.
What I can't speak so well about is why videogames aren't doing that very well, and I really would bet it has a lot to do with what people have already mentioned, particularly that inherent hypocrisy in so many games where the player does things that are themselves illegal, if not immoral, to get through the game. But the player always seems to feel safe. A lot of what we'll be doing in the game is destroying things, ourselves. We're way more badass than that serial killer. It would be easy to remove that feeling of safety by restricting what the player can do, but games already do that, and further restriction just to sell a feeling runs a high risk of being transparent and ruining the whole thing. But now I'm thinking too much about games that are expressly focused on the killer, rather than just games where serial killer characters can fit in, which speaks to Chris's point about serial killers becoming the focus wherever they are present.
Lastly, thinking about games where a serial killer is present but not the focus--and I'll probably get a lot of folks telling me who this character is and what quest/side-story about that character I missed that explains what I saw, but I apologize for not having all the information off the top of my head--I remember in Oblivion doing a thieves guild quest and breaking into a high-profile noble's mansion or castle or whatever and going through a secret passage and seeing some kind of torture-bondage-S&M chamber down there. I thought, wouldn't that be interesting, if it were some completely random NPC. I break into a random house to snag some extra silverware to fence and discover he's got a mountain of bodies or a hostage in the basement, then have to wonder what the hell I had just stumbled upon. There's a chance that exact scenario happened in another game, or even in Oblivion's big-ass world, and I don't know about it. There's still the problem that in Oblivion I'm the afore-mentioned badass. Having a serial killer in a game where s/he wasn't the focus but was still a threat would require the game taking place in a world where the player was no more powerful than the killer. Maybe some open-world or sandbox game, where the player doesn't know about the killer, but the killer could randomly target the player. Maybe the killer targets tall brunettes, and you just happened to give your player character black hair when you started a new game...
I may have to re-organize these thoughts later.