Videogame Analysis Articles

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MzRie

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Jun 8, 2011
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Hey, so I've been writing videogame articles for a friend's blog for a while now, but I've been trying to get them a bit more professional, so I thought I'd see if you guys could give me some feedback.

Double-Take: understanding the First Person Perspective

This starts off a new multi-part series. I've been interested lately in a very important question in the analysis of videogames, namely how one can understand ?action?. While it may seem obvious what ?action? is in videogames (a medium predicated entirely on being played), it is not quite so simple. To that end, I'm going to look at how ?action? in videogames is both related to, and very different from, how one understands older media (books, movies, music, etc.).

Video games, as a newer medium, will always be compared to and analyzed with older mediums. We see this with film, being described through and often broken down into musical score, visual makeup (mise-en-scène), actors' performance, script writing, etc. There is often even crossover between media, as with the symphonic poems of Liszt, or the performance of stories through dance.

However, such comparisons, while interesting, can never capture the whole of a new medium, as new media have a certain Gestalt not found in those parts composed of older media. A film's musical score is, if done well, integral to the whole experience of the film and complements the other parts in ways that elevate the whole work. I am talking about film so much because I want to delve into an area of film theory and, more explicitly, show how it is incompatible with video game theory.

Now, action is not something new to artistic mediums, but videogames have many different forms of action, and I want to focus on one major form that is incredibly prevalent these days, namely the FPS (First Person Shooter). Seemingly the easiest starting point for understanding this type of game if from film, which necessarily is shown from a First Person Perspective (FPP for the purposes of this article) of sorts a la the camera. While there is some merit to this approach, in the end I find the tools used for understanding film perspective very much lacking. While I don't have a good replacement for this analytical tool, I do have some suggestions that might point in the right direction.

Within film there are several ?looks?, each encompassing a different kind of seeing, though they are not entirely exclusive. The first look is that of the camera, which is fairly self-explanatory and the most obvious look. Whatever the camera sees constitutes the film, so in a sense the film itself is composed of the first look. The second look is that of the audience seeing the film. While the first look creates the image, the audience still must see it, and might choose to focus elsewhere, or pick up on different things. For example, in the famous opening scene to Apocalypse Now, the audience may focus on Willard (Martin Sheen), the images of burning forests, the helicopter, etc. In fact, this scene very much confuses the first look in that it is a compilation of different episodes of the camera's seeing, but I only want to point that out, not dwell on it.

The third look is that of the seeing done by characters within the film ? when characters look at each other, for example. This can be used in conjunction with the first look when the character focuses on something, and then the camera takes the spot of their eyes to show what they are seeing. While never quite the same as human vision, it is an attempt to connect both the third and first look. The fourth look is that of the characters to the audience, an awareness of the status as a viewer created by the film looking out, so to speak. It can be very disconcerting, which is why in most documentary films, those being interviewed look off to the side rather than straight at the camera, maintaining the audience as unacknowledged.

Hitchcock famously used the fourth look in his film Shadow of a Doubt when Uncle Charlie addresses younger Charlie, but is looking directly at the camera, and by extension the audience. Here, we have all four looks coming together, younger Charlie looking at Uncle Charlie, the camera looking at Uncle Charlie, the audience looking at Uncle charlie, and Uncle Charlie looking at the audience. However, even in this moment, these looks can be teased apart in a way that may diminish the shot as a whole, but is nonetheless possible to do. Video games, in many instances, cannot have their seeing broken down in this way, so I want to take a look at how these looks both apply to and fail to describe the FPP.

For the second installment of my series on action in video games, I want to go into what might actually pass for an understanding of action in first-person games. The FPS is, as the name would imply, a ?shooter? played from the first person perspective. I have ?shooter? in scare quotes as there are games which have little to no shooting in them which would still fall under the category of FPS (the Elder Scrolls series and Condemned: Criminal Origins come to mind). However, I want to include not just combat-oriented games, but also those that involve minimal or entirely absent combat. To that end, I want to use the term FPP (First Person Perspective) so as to include games such as Mirror's Edge and adventure games in the vein of Myst. Most noticeable about these games is that one takes on the position of the player character, which is a rather unique gaming experience.

Many take this experience for granted, but simply give a person who has never played a FPP game before a controller and a game, and the results are less than exceptional. Everything from a wildly flailing screen to motion sickness can occur, whether the player is using a computer or console interface. What makes FPP control so jarring is that not only is it unique to games (and thus to those who have not experienced them before), but it is typically an experience of first person perspective position, not subjective perspective.

The first person in first person perspective games is misleading, in that there really is no person whose subjective position is being taken up. The HUD (Heads Up Display, i.e. health meters) is one of the many elements which signal the lack of a person behind the screen, so to speak. Ammo counters, health readouts, stealth meters, etc. all bring this artifice to light. None do so more than the actual controller, though. Even events such as the screen shaking when the player is hit by enemies, or jostling when running, feel less like realism and more like a mechanical reaction. Those few instances which might approach a subjective perspective are almost always scripted events or cutscenes, such as the torture scenes in Call of Duty: Black Ops.

The fact of the matter is, adding control removes the possibility of a subjective perspective that doesn't reveal its artifice. To discuss the FPP game, we need to move away from describing ?look? and ?seeing? as they are used in film, for those are necessarily physically inert and voyeuristic. For a medium such as games, whose perspective necessitates, and whose artifice is revealed through, the elements of control, those elements of control and what I will call degrees of freedom are what will serve best to understand these games, and the differences between them.

Rather than ?seeing?, these games are about ?doing?. As Alexander Galloway points out in the second chapter of his book Gaming: Essays on Algorithmic Culture, this perspective is ?primarily about motion through space...gamic vision requires fully rendered, actionable space.? Motion through these games is not mere motion, as motion can also be a non-interactive event (such as motion through ?space? in film); this is actual penetration (for lack of a less gender-loaded term) into the world of the game. It is our active engagement with the world of the game which allows for this unique position, which is, as noted before, not subjective. This unique position might better be termed a disembodied engagement with the game. Though the player's avatar exists in the diegetic world of the game, it is almost a non-entity in FPP gameplay, replaced entirely with an extension of the player acting on the space of the game world. Taking the position of the player in FPP games to be about doing, not seeing, allows us to come to the tools for describing the differences between various games.

I want to first start with the huge variation between FPP games which allow direct control over motion and on-rails shooters (though even this line can be blurred in games such as Suda51's killer7). The differences between a game such as Halo: Combat Evolved and House of the Dead are readily apparent. Halo allows one control over their movement through the world of the game, while movement in House of the Dead is restricted, predicated on the player defeating all the enemies on a given screen (and sometimes choosing between different paths). If we were using film terminology, one would say that Halo is a game of the first look, while House of the Dead is a game predicated on the second look (the viewer's look separated from the camera's look). However, even in House of the Dead, the player is in control of the movement through space, limited as it is. The game cannot continue forward until the actions of the player motivate the movement, unlike film, where no amount of action on the part of the viewer will affect how the camera engages the filmic space.

Here instead, we can talk about the difference in the degree of freedom on the part of these games. Halo allows for a direct relationship between player actions and action on the space of the game, where the motion of the thumbsticks is directly correlated to motion through space. House of the Dead is predicated on indirect control of action on the space of the game, where an action of one kind (shooting enemies, shooting one's choice of path) results in action of another kind (movement along the path of the game). While there are similar events in games such as Prey (where certain enemies must be killed to advance), those are restrictions on the actionable space and not on the type of action allowed.

Given the distinction between direct and indirect action on the space of the game, there are more minor distinctions one can make, such as that between a game like Brink, which allows for incredibly dynamic movement through space using free running elements, and those such as Doom, whose control allows for comparably minimal movement through space. This difference is not one of type, as both have direct correlation between player action and action on space, but rather a difference in the actionable space itself. An example of this difference is that of the Forge mode of Halo 3. One has nearly complete control over engagement with space while building, limited only by the size of the map, and these controls are quite similar to those when controlling Master Chief. The difference comes in the restrictions on the motion. Now we can talk about types of action as well as degrees of freedom, dictated by the restrictions on actionable space. While it is conceivably possible to occupy space unreachable during gameplay, it does not constitute actionable space as it is impossible to act on this space directly.

The last major distinction we can make is on movement-based action and non-movement-based action. There is a fundamental difference between moving to a space in the game world where an object is visible and using some modified vision (such as a scope or special sight) to make such an object visible. Both are penetrations of the gamic space, and both are direct control of the actions, but the difference is whether it is the player's position which motivates this penetration, or the player's perspective which motivates this penetration.

Metroid Prime allows the use of numerous scan visors to see objects and enemies which would otherwise not be visible. This is still an action upon the gamic space (and often a penetration of some kind, such as through walls) and is directly connected to the player's actions of choosing and activating the visor, but it is based on a change in the actionable space of the game through sight. While that description may sound strange, as anything viewed through the visor was ostensibly there before, it was not actionable through sight, and thus an action has been performed on the space of the game through player action. The use of a scope of some kind is another way of engaging the space of the game, one that is taken for granted today as an expected feature, but is not by any means a necessity of FPS games.

Perspective in FPP games must be viewed as about action, not ?seeing?, and the type, degree, and kind of actions available on the actionable space provide us with tools to analyze this perspective. While I do not hold that this is a fully developed theory of the FPP, I think it is a starting point, at the very least. This also allows us to analyze those games which break the accepted traditions of FPP gaming, such as killer7, and make sense of moments of the first person perspective in other genres such as the games in the third person perspective.
 

kyogen

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Feb 22, 2011
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If you plan to begin a discussion of the first-person perspective in gaming by distinguishing it from film, you might want to consider what film has done with fpp. There are limitations, but there are also creative successes. Have a look at Dark Passage (1947) and The Diving Bell and the Butterfly (2007). On a related note, the manipulation of shifting perspectives is very important to director Guillermo del Toro and his DP Guillermo Navarro. At least look at the camera work in Pan's Labyrinth (2006), and keep in mind that del Toro is a gamer himself and takes inspiration from games for his films. The DVD commentary is also good. You may even want to consider what Halo: Legends (2010) did as an anime-style take on an American fps. The radical shift from game to film and first- to third-person perspective could offer you some good material as could the series' roots in real-time strategy.

The topic for your follow-up article is really too large for one blog entry. You will probably lose readers if you tackle the different types of fpp in games all at once. Why not list the various categories in your first analysis and then focus on one of them, perhaps the one you consider the most traditional? Follow that with another article or two on the variations since the nature of the interactivity changes.

For any discussion of player action and potential disorientation in fpp games, a run through Portal (2007) with the developer's commentaries turned on is a good idea. They have some interesting things to say about watching player-testers learn how to navigate their way through the early builds of the game.

Finally, be a careful self-editor. Revise, revise, revise.

Good luck and have fun! You have an interesting topic.
 

MzRie

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Jun 8, 2011
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Thanks, I really appreciate the thoughts. I haven't seen The Diving Bell and the Butterfly, but I think i will go check that out as it sounds very good. I have seen Dark Passage in pieces (actually, while doing work for this article). I think what might be most telling is putting these into perspective with Lady in the Water. Diving Bell and Butterfly, from what I understand, has the perspective as a static one, defined by position and not relation, making seeing important as opposed to action. Dark Passage uses the first person perspective along with motion and action, but eventually leaves this behind. The only one which tries to consistently marry motion and individuated perspective is Lady in the Water which, while ambitious, was seen as a bit of a failed experiment. I would argue that the reason this hasn't happened in any of these films is because the camera never embodies the audience in the way a FPP game does the player. The player fills in a disembodied space, while the viewer looks into a filled space.

I actually love Pan's Labyrinth, and the influence is definitely there. I wish I had more time to go into more than was in this article. I'm working on a longer version for somewhere other than a blog post. This was actually two posts put together, because they are meant to be read together and I felt breaking them up here wouldn't really work. I'm not going to go into the huge variety of FPP games all at once. My next blog post is actually going to be about action vs. narrative, also split into two parts. I'll be revisiting this idea later, but I want to sketch out some general analytical tools first.

I didn't want to go into player disorientation more than just to note that it is a new form of seeing than those which came before it, and requires a different approach, both physical and theoretical. I really appreciate the comments though. If you liked it, I'd love to get some feedback on my other articles. The blog I write for is theanalyticalcouchpotato . Thanks again.
 

tlozoot

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Feb 8, 2010
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An interesting (and quite intense) read. Just asking if you had a recommendation for a good videogame theory book to start with. I don't come from a film studies background (as you seem to do), although I've got some knowledge of literary theory, so I can't pretend to keep up with quite everything you've written, but I do have an interest in getting some videogame theory under my belt. I've currently got Understanding Video Games: The Essential Introduction and First Person: New Media as Story, Performance, and Game sitting on my shelf but still need to find the time to tackle them.

Only criticism I can levy is purely one of layout. Get some subheadings in there. The original post looks very daunting for a forum post and I think just putting some subheadings would just break it up and make it more accessible.
 

MzRie

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Jun 8, 2011
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The most recent one's I've read (and most influential on this article) are "Gaming: Essays on an Algorithmic Culture" by Alexander R. Galloway and "Everything Bad is Good for You" by Steve Berlin Johnson. The first book isn't particularly long, but it is denase. I think it averages out to about 2.1 footnotes and citations per 1.7 pages, many of which themselves refer to dense reading such as Deleuze or Johan Huizinga. The second is much easier reading, if a bit repetitive at times. Both books, with respect to videogames though, deal with what games "do", their actions, and those of the player.

Also, I'm actually a philosophy major. I just like to dabble and take a bunch of unrelated classes (film theory among them).
 

MzRie

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Jun 8, 2011
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Also, gamestudies.org is a yearly-ish online publication of several articles which also go more i depth in videogame analysis, taking very different approaches. Actually, Galloway (the author I referred to before) has had essays published through this online resource, so there is quality work to be found there. hat might be the most accessible resource to getting a taste of videogame theory.
 

veloper

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Not how I would begin the analysis of games, starting with the camera position like that.

That's how a film critic might approach gaming. Furthest you can get before reaching the point HOW people play.


I'd start with gameplay mechanics.
Maybe even start from the perspective of a card player or board games: what rules are there and who are the other players?
In the case of single player: how is the AI as a substitute for a human player?
 

Steve Butts

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There's definitely some potential here. Since you asked for feedback, here are three key areas for improvement.

I think you should get to your main theme more directly. All this about shooters and films is tangential; you even apologize for that at several points. Your main (and most interesting) topic is how and why games use the first person perspective. No matter how much you love what you've written, strip away absolutely everything that isn't immediately relevant to that core idea. Then go back and see where your analysis is thin or your point is incomplete and add in the bits you need to support your view. Be harsh.

As far as the actual argument goes, begin with the facts and let the opinion develop from those. How is first-person different from third-person and what artistic, narrative, or mechanical considerations and consequences come into play? What are the psychological differences between BEING the character and merely OBSERVING the character? Does the intimacy of 1P affect your understanding of the character or gameplay differently than the detached perspective of 3P? What about games where the perspective can be changed by the player (Elder Scrolls, Jedi Knight, World of Warcraft,...)? What about strategy games where your control is entirely indirect and there is no PC? I think if you organize the argument around general questions like these, the reader will be more willing and better able to follow your reasoning as you dig into the finer distinctions.

Finally, don't let being clever get in the way of clarity. The ideas can be complex, but the writing shouldn't be. Imagine someone you know as your reader and write directly to them.
 

MzRie

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Jun 8, 2011
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veloper - Really appreciate the feedback. I wasn't going into this particular essay as a "first step" in trying to create a comprehensive understanding of videogames. I agree that if one were going to find a starting point for videogames, view would not be the ideal place, but this is going to be a series on individual aspects of games where the essays don't necessarily build on each other but can work next to each other. What I was trying to do was actually argue that the camera view itself is a gameplay mechanic, an action, not just a passive perspective. I'll try and make that more clear when I revise it.

Steven Butts - While I do apologize for some of the asides in the essay, I think they are important for those uninitiated in this kind of analysis, and perhaps more so if they are as it is quite easy to try and collapse the film camera and the videogame "camera" into one category. However, I do have a tendency to wax poetic so to speak, and over-explain things, so I do see your point, and will keep that in mind for my next essay. As interested as I am in the possibility of going into how other camera positions with respect to the player avatar change the experience, it seemed that going into those would have turned this into a much, much longer piece than I had intended. Also, while I think the differences between these view types are very interesting, I don't think I would be willing to compare them in the way you suggest, as that would seem to move towards that collapsing of all videogame camera views into a passive look rather than an action. Do you see where I'm coming from with that?