Okay, so what I mean by 'relevant' is that CoD4 makes a use of its subject and mechanics to provide a meta-commentary on warfare; the game makes its components relevant to its commentary in ways I can't think of any other main-stream shooter doing. I'm writing this as a way to clear my own thoughts on the subject, but also to hear what you guys have to say. I'd love to hear other break-downs of FPSs in response to this.
My argument is that CoD4 paints an ultimately ambivalent picture of warfare that is communicated through a remarkably diverse selection of its parts. The game wrangles its plot, script and game mechanics (ie. everything from re-spawning enemies to the messages after each player death) together to achieve this effect.
Exhibit A is the AC-130 sequence, viewable at http://www.youtube.com/watch?v=ryLHhVJ5ecY and http://youtu.be/TO3I2gCD_Ms . For those that don't know, you play this sequence to cover one of the two main playable characters as his squad heads for extraction. I believe this is the only time you play this character or gun from an aerial vehicle. Your goal is to rain down ordnance on the enemy, and the only lose conditions you face are failure to follow orders (as demonstrated in the video) or firing on friendlies (well duh). As you can see, the action all takes place through the screen of a console located in the plane.
So at face value what is the point of this section? It is not very challenging; after all, you can't die, and friendlies are clearly highlighted. Admittedly, it might be a bit difficult to make things out sometimes, but that is the greatest challenge here. The slim chances of failure reduce the risk-related thrill the rest of the game thrives on. The character you play is not important, and the sequence does little to drive the narrative on. Apart from providing some variety in gameplay and a bit of cathartic fun, why bother including it?
'Good shot, I see a lot of little pieces down there.'
It matters not to your comrade that he is reporting the shredding of someone into pieces, but that the enemy is neutralised. This cooly-spoken phrase suggests a disconnection between the reality of the act committed and the completion of that goal. This isn't the only comment from the crew to which this reading could be applied.
Then there are the whoops of 'woah!' and 'hot damn!' that echo the cathartic pleasure the player feels in blowing the enemy away with a well-placed shell. For obvious reasons the player doesn't feel the impact of taking life in such a way. But then, these comments would suggest that these guys don't either.
I appreciate that many games have your comrades bark out comments along the lines of 'LOL HE DEAD' but the difference here is that there is a literal level of disconnection between these men and their actions as well as a figurative one. Impervious to harm, the action is seen through the filter of a heat-sensing (or some-such) scope, and the crew are free to enjoy the fireworks separated from the risk and reality of war.
Gunning from an AC-130 could probably be a more terrifying and horrifying experience than this game suggests. However the point remains that modern warfare is, more than that of any other era, conducted by proxy, through a veil akin to that through which the player views the violence.
In this way CoD4 closes the gap between the player's experience and the avatar's through a complex interrelation of mechanics. In doing so it provides a complex interpretation its subject - 'modern warfare'.
I could go on about the rest of the game - the quotes and statistics when you die, the plot, the ambivalent morality of your squadmates, the endless waves of nameless, faceless enemies etc. - but for the time being this will have to do as an example of what I'm getting at. There is certainly more to the game's approach to warfare than this, but I think it serves as an example that CoD4 used its mechanics to explore its subject in a way I think few give it credit for, and few FPPs can claim to have done (Far Cry 2 maybe.... but who knows, that's for another time).
My argument is that CoD4 paints an ultimately ambivalent picture of warfare that is communicated through a remarkably diverse selection of its parts. The game wrangles its plot, script and game mechanics (ie. everything from re-spawning enemies to the messages after each player death) together to achieve this effect.
Exhibit A is the AC-130 sequence, viewable at http://www.youtube.com/watch?v=ryLHhVJ5ecY and http://youtu.be/TO3I2gCD_Ms . For those that don't know, you play this sequence to cover one of the two main playable characters as his squad heads for extraction. I believe this is the only time you play this character or gun from an aerial vehicle. Your goal is to rain down ordnance on the enemy, and the only lose conditions you face are failure to follow orders (as demonstrated in the video) or firing on friendlies (well duh). As you can see, the action all takes place through the screen of a console located in the plane.
So at face value what is the point of this section? It is not very challenging; after all, you can't die, and friendlies are clearly highlighted. Admittedly, it might be a bit difficult to make things out sometimes, but that is the greatest challenge here. The slim chances of failure reduce the risk-related thrill the rest of the game thrives on. The character you play is not important, and the sequence does little to drive the narrative on. Apart from providing some variety in gameplay and a bit of cathartic fun, why bother including it?
'Good shot, I see a lot of little pieces down there.'
It matters not to your comrade that he is reporting the shredding of someone into pieces, but that the enemy is neutralised. This cooly-spoken phrase suggests a disconnection between the reality of the act committed and the completion of that goal. This isn't the only comment from the crew to which this reading could be applied.
Then there are the whoops of 'woah!' and 'hot damn!' that echo the cathartic pleasure the player feels in blowing the enemy away with a well-placed shell. For obvious reasons the player doesn't feel the impact of taking life in such a way. But then, these comments would suggest that these guys don't either.
I appreciate that many games have your comrades bark out comments along the lines of 'LOL HE DEAD' but the difference here is that there is a literal level of disconnection between these men and their actions as well as a figurative one. Impervious to harm, the action is seen through the filter of a heat-sensing (or some-such) scope, and the crew are free to enjoy the fireworks separated from the risk and reality of war.
Gunning from an AC-130 could probably be a more terrifying and horrifying experience than this game suggests. However the point remains that modern warfare is, more than that of any other era, conducted by proxy, through a veil akin to that through which the player views the violence.
In this way CoD4 closes the gap between the player's experience and the avatar's through a complex interrelation of mechanics. In doing so it provides a complex interpretation its subject - 'modern warfare'.
I could go on about the rest of the game - the quotes and statistics when you die, the plot, the ambivalent morality of your squadmates, the endless waves of nameless, faceless enemies etc. - but for the time being this will have to do as an example of what I'm getting at. There is certainly more to the game's approach to warfare than this, but I think it serves as an example that CoD4 used its mechanics to explore its subject in a way I think few give it credit for, and few FPPs can claim to have done (Far Cry 2 maybe.... but who knows, that's for another time).