QTEs, David Cage, a game... one of these things, not like the other?

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Jung Frankenstein

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(Side note: this is my inaugural thread here at the Escapist, please be gentle and constructive if there are any formatting errors or anything I should know about. Other than that, I welcome discussion and thanks for having me!)

I was just watching through ZP and came upon Yahtzee's top 5 (and bottom 5) games of 2013. He listed Beyond: Two Souls as the #2 worst, because it is kind of weird (I agree with this) and that it forgets the "interactive" part of the interactive gameplay.

Something has always bugged me about that argument, basically the same one people make with QTEs. If interactivity is taken away, then what you're left with is a movie. If it's a button press during a movie, somehow that's annoying. I wasn't sure what my problem with that was until I saw the video and something just clicked in my head. I played through Beyond right at launch, and I really enjoyed it. A lot of hate gets thrown at the game, and while I can understand why people don't like it, I'd like to take issue specifically with the "interactivity" argument.

What exactly is it about these games that's dramatically different from literally any other game? For example, tell me which game I'm talking about: go into a room, push some buttons on a controller, complete a task, then move on to the next room and repeat. That could be Heavy Rain, GTAV, Papers Please, I mean, you get the point. It could be literally anything. ALL games consist of inputting commands to advance somehow, when you get down to their essence.

To use an example that'd be more familiar than most of David Cage's stuff to people, take the Telltale Walking Dead series. This game is not, by the standards people seem to use to hate on David Cage's games, "interactive." Yet instead of pushing you down a single corridor, making you memorize button presses (I'm looking at you, Mario and Call of Duty), these games allow the characters in the game to have different interactions with you each time you play. Imagine watching a movie where the characters turn to you and ask you what you think they should do next. I just watched Alien again last night, and there are a number of sequences in it that reminded me of a first-person shooter. That's actually partially what makes it so horrifying: you get the sense that you're there on the ship with them.

But you can't interact with them. No matter how many times you put the disc in, you're still watching the same story over and over again. Once you know that Ash is an android working for a nefarious bigger purpose, it takes the surprise out of the film. I tried to watch Alien as if I hadn't seen it before, but I just couldn't. I appreciate it, yes, but it doesn't hit me like it used to. It's more of a nostalgia trip at this point.

Watching Alien distinctly reminded me of playing The Walking Dead as well. It's been just long enough since I've seen the movie that I remember the big plot points but forgot the details, so I kind of found myself wondering what I would do in those situations. Trusting Ash only to have him throw me around the room. Going down to grab the cat and having it hiss at something behind me. The Walking Dead works because it takes this feeling ("what the hell would I do?") and forces you to choose. You pause; you think about your actions and their consequences more than you do in most real life situations. Realistic characters help a lot in both instances; in one of Yahtzee's other videos, he points out that the viewer needs to see characters smile before you can feel anything for them when they get hurt. For proof, the first hour or so of Alien is solely focused on the crew and establishing the world, and the Alien doesn't show up for an hour and a half. In the Walking Dead, zombie encounters are usually not so much what stuck in my mind as things like having to choose 3 out of 10 people to give food to. Even if it doesn't have much of an effect on the end result, it's still a rough decision.

So what Yahtzee and a lot of other people are saying about David Cage isn't necessarily that what he makes and games like them aren't games per se, but just that they want more stimulation (and, kind of hard not to mention this, better writing- I definitely agree there). The games ARE interactive, just not enough or not in the right ways to tickle people's fancy. But really, what they actually accomplish while you experience them is no different from being put in a CoD corridor roller-coaster or a "sandbox" in which you can only go in maybe 50 buildings total. I just saw in a mag somewhere that the new next-gen Assassin's Creed game will let you in 1 in 4 buildings. JUST LIKE REAL LIFE!

Cage and Telltale offer more than movies. You can't just sit there and let the game play itself. You still have to engage with it. Your actions have effects, they just may not be as immediate because these games are imitating life more than being escapist games (ha!). And yes, Beyond's gameplay and writing were a bit clunky, but I appreciated the effort of trying something new. Not hitting right on the mark every time was not that big of a deal to me. But in terms of actually being "interactive" "games," I think the QTE-style thingamabobs earn both of those descriptors. I'm not about to disparage the fact that CoD multiplayer is essentially, to me, Space Invaders with other players as the aliens. Let people enjoy what they want. But people act like single player-focused, not-interactive-ALL-the-time games aren't "true games" or something because they don't require button presses every half a second. That's simply not true. Criticize the writing all you want, because that's what those games stand on. But just because modern games have trained you to twitch uncontrollably and declare you're bored if you're not stimulated all the time doesn't mean games like that can't be fun, as Walking Dead showed, or that they're not games. All games force you down a corridor of sorts, but what interests me about them now is the different ways you can get there. All the QTE-style games do is accomplish in a different way, and I'm standing up and saying "They are games! And also interactive!"

Bold, I know.

What say you, forums?
 

zen5887

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I enjoyed the everloving shit out of Beyond: Two Souls. I thought it was absolutely fantastic, and I will fight anyone with fist and fire who says otherwise.

*fistycuffs*

I think what really sucked me into this game was how attached I felt to Jodie. A big part of that is because of all the mundane stuff you could do. It gave me a really in depth look at her as a person, not just her as a calculated killbot.

Whoops... What are we talking about again?

As far as your idea goes, I totally agree. I don't think there was any question in my mind whether or not Beyond was a game or not. It's maybe not the first thing some people might think of when they're talking about "games", but definitely a game. And yeah, it's unfortunate OP brought this up a day after Sterling's video. Bad luck!
 

Jung Frankenstein

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zen5887 said:
I enjoyed the everloving shit out of Beyond: Two Souls. I thought it was absolutely fantastic, and I will fight anyone with fist and fire who says otherwise.

*fistycuffs*

I think what really sucked me into this game was how attached I felt to Jodie. A big part of that is because of all the mundane stuff you could do. It gave me a really in depth look at her as a person, not just her as a calculated killbot.

Whoops... What are we talking about again?

As far as your idea goes, I totally agree. I don't think there was any question in my mind whether or not Beyond was a game or not. It's maybe not the first thing some people might think of when they're talking about "games", but definitely a game. And yeah, it's unfortunate OP brought this up a day after Sterling's video. Bad luck!
I think it may be approximately you and me, my good man. Haha. My main criticism of it was the jumping around in the storyline. A lot of it would've benefited from a more linear deal, especially with the whole CIA-kid again-CIA deal going on. As awkward as some parts of Heavy Rain were (the beginning... I almost put it down because I was wondering why exactly the kitchen scene was going on so long), I think Beyond kind of shows that DC is getting better at showing characters growing. The party scene and the scene in the bar spring to mind.

One thing that I can't believe everyone missed is that it's a AAA game with a. a strong female protagonist (though I don't think the game passes the Bechdel Test- was there another female? not one of note... except the mental hospital part... hmmm...) and b. also deals with rape in a realistic way, i.e. it's not shoehorned in. At least I didn't think it was. It just bugged me that Beyond in particular has been panned so hard, even hard than Tomb Raider, and Tomb Raider was basically a workout machine for your suspension of disbelief. Even Jim doesn't really deal with it, sticking more to the "art games" as he does.

And it was a thought, I spent like an hour fleshing it out and typing, and then I went to go check Jim's thing... Yeah. Bad luck. He's way more eloquent than I am about it but he actually makes a lot of the same points. I was not aware of it when I wrote the OP. Bad luck indeed. :/ But hey, that seems to be about the way all my cool ideas go: someone's already thought of it and done it way better than I'd even imagined. I'm getting used to it at this point. Haha.
 

DoPo

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Jan 30, 2012
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OP, just curious, do you or do you not agree with the sentence
"Bash [https://en.wikipedia.org/wiki/Bash_%28Unix_shell%29] is a good game"
 

crypticracer

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I loved Beyond Two Souls. It doesn't mean it didn't have crappy gameplay and a crappy story. It just means I loved a crappy game.
 

Hero in a half shell

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I think when it comes to less interactive games, the quality of the game's Unique Selling Point has a lot more emphasis than more interactive games.

For Beyond Two Souls the USP was Ellen Paige and emotional storyline, and while Ellen Paige was present up to and including the ever unnecessary shower sequence, the storyline is generally regarded as confusing and weak.

Most games have weak storylines, but then most games have interactivity to otherwise engage the brain, so your focus is split and you don't mind so much the cliches and shaky voice acting because the gameplay was fun, but when all you have is storyline, and you sell your game on the awesomeness of the storyline and hype it up and the 'emotions' it will produce: then that storyline gets major scrutiny and it better live up to it's expectations.

The example of The Walking Dead fits this idea, because it is generally praised for it's story and characters, and the way you know it really was successful in it's characterisation is that you see people generating and engaging in debates about their choices and the actions/reactions of the characters to them.

I saw many threads about the story and characters of the Walking Dead, I saw virtually none that I can remember about Beyond Two Souls. I think the reason for this would be the emotional connection (and lack thereof) that people had with each game.

It's the same with Gone Home and Depression Quest. The people that got something out of those games were the people that connected with the stories. The people that didn't connect got virtually nothing out of it because once you remove the emotions of the story there is no gameplay to fall back on. It's all or nothing, and so it's public perception of success depends on how broad an appeal it had. Beyond 2 Souls was not as broad an appeal as The Walking Dead.