TheMadDoctorsCat said:
This thread isn't about diving into the minutiae of each character. We disagree subjectively about whether she worked or not (and the game, seemingly. it's one of my gen highlights), and it's not easy to talk about it with someone who hasn't seen the whole thing through (more on that later... ). If you'd like to hear why I think she's a superb character, then fire me a PM.
I haven't placed "Spec Ops" but, knowing enough about what type of story it tells, I can imagine that Captain Walker in particular would do a lot of things that I wouldn't, but I also think that the actions the player takes would make total sense within the game's world, and that the player would appreciate this.
Please don't try to discuss an example which you've not experienced in full, based upon reactions of reviewers or other players - every example I listed came from games I've played through at least once in full (but most were multiples runs). Otherwise it's just conjecture which can never constitute a discussion.
But my specific problem with Booker is that his "character" takes over to the point where my actions in the game have zero effect on anything. It's like he's making all the decisions and I'm given a bit of fighting to do, y'know, to distract me from the important stuff. I'm the damn protagonist. It's supposed to be MY story, not his.
I didn't feel that, and I disagree. Some games feature emergent gameplay and emergent narrative - Skyrim's a decent example. Such IP's are biased towards player freedom - that's their schtick. The same can't be - and I don't think ever has been - said about the BioShock series, which can perhaps be most accurately seen as a narrative of a place; Rapture in the first, Columbia in the third.
The major difference between 1 and 3 was obviously of voice acted PC's. This changes how the player associates with their role in the game. But whilst Infinite is certainly more linear, I never felt I 'was' Jack. Not once. I was participating in a much larger narrative, that explored ideas as well as individual character motivations. The player was just along for the ride, as in Infinite.
Darth Rosenberg said:
Stepping in to Captain Walker's shoes made for a particularly horrific experience, and Spec Ops The Line's commentary on pop-violence (in games, in films, in our culture and society in general) could not have been done if the 'character' was just the player, given freedom over their actions.
TheMadDoctorsCat said:
But wasn't that exactly the point of Spec-Ops? I haven't played it so I obviously can't comment on it from the player's standpoint, but my understanding from the publicity surrounding it is that it's the player themselves who has to make the conscious decision to do all of the horrible things within this game, and that it's a searing commentary on other games where this kind of thing is just accepted as the norm without any kind of moral examination.
...seriously, just don't do that. Play the thing and then comment on it!
Spec Ops The Line is art, ergo there may be multiple readings, and I personally think the critical understanding of it has been patchy. For me, Spec Ops explores player choice, essentially by
not giving you any and making sure you're very aware of that. If anything, its end point is that the only real agency a player ever has is to physically put the pad down and walk away (presumably after turning the TV and console off.. ). In games with conventionally linear narrative structures the player
never has any real choice (Half-Life 2 is a masterpiece of how to maintain the
illusion of player freedom).
It manipulates our assumptions of moral certitude at the beginning and then--- well, I'd start to stray into spoiler territory. Let's just say that I reckon one of the most important and relevant mission prompts 'in game' is a single word:
Obey. The character giving the orders - and the game - are not treating Walker as a character in a fictionalised and coherent reality; that word's for
us, the player, always complicit in Walker's journey.
And there it is. It's ALL about the gameplay. Again, it's an interactive medium. Trying to tell the story of a character on screen completely misses that point. It's about the PLAYER'S journey, about their experience.
And this is pretty much the core of the issue. You're right in that I cited Zoey/L4D as a means of exposition-via-context/gameplay, but I did so to give an example of the
various ways games can impart characterisation.
Zoey can be a player character, an avatar, or even a bot if you're flying solo to learn a map. There is no conventional narrative or plot for her.
Thomas Lasky is mostly (exclusively? I've not played Halo 4 for an age) an NPC seen in cutscenes, who has very little to contribute to the main story - although he plays a crucial role John's arc.
Lee from TWD is arguably the principle lead in an ensemble; we can shape his arc, but not truly control it.
Walker is--- well, he's complicated... A nuanced character, yes, but also a metaphysical cipher for a game about gaming which is about choice where there really is no choice...
All very different, but all - for me - 'successful' examples of characters within gaming.
As I said re literature, characters in novels can be many things. Ditto films. Why are games any different? Does player interaction really determine that player 'centrism' and agency are
the defining dramatic or artistic qualities of the medium? I personally think that's a completely ridiculous conclusion which profoundly limits the whole industry.
Games, like every other expression of culture/art, have all kinds of modes and ways of achieving different ends/goals. They are also unique, being both passive and interactive - so they can mix and match depending on their creator's intentions.
but if there's one hard-and-fast rule, that would be it.
I believe---
hyperbole incoming ---when hard-and-fast-rules exist for art - art dies... All creators must be allowed to explore any and all avenues, be it affirming certain ethics, challenging them, or outright denying them.