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Unconvinced Pete: The Pitfalls and Promise of Interactivity

He'll never make it.

I’ve often heard the argument that interactivity is a problem for games as an art form. The idea is that by introducing interaction, the player’s actions and whatever meaning the art is trying to convey can too-easily fall into conflict. You might be in the most serious piece of story exposition ever, but that is completely undermined if the player can be running around jumping on peoples’ heads all the while. The only way to guard against this would be to remove from the scene the thing that separates games from other art forms: the interaction. Today I want to argue briefly against the idea I set out above but mainly something that is less talked about: the unique ways in which interactivity can convey artistic ideas.

The reason that I don’t worry about interaction allowing the player to spoil the artistic intention of the game is simply that this problem can arise in all art forms. If I’m reading The Catcher In The Rye and I want to imagine that Holden Caulfield sounds like Elmer Fudd or only pay attention to every other paragraph or other such nonsense, that’s well within my power. Sure, the difference with games is that I am directly using the game itself to inflict my sabotage but what I am doing is essentially the same sort of act: I am refusing to engage with the book just as I am with the game.

A deeper problem for games might be ‘accidental’ sabotage, where the player is trying to engage with the game but it is not responding appropriately. For example, a player might make one choice earlier on, and a different choice later, and there might be a conflict between these two choices that the game doesn’t acknowledge. But that seems to me to be a problem with the game, not the interactivity, similar to how a plot hole in a film might spoil things for people who notice it. Player choice adds a layer of complexity which makes it more likely for these cracks to appear but that is a problem for designers to solve.

I’m forced to conclude that the problems that interactivity brings are either functionally similar to the problems experienced in other non-interactive media, or they are such that they could be fixed through better design. As for the sorts of rewards that interactivity can bring, that’s a whole box of tricks that is really only now starting to be properly explored. The examples I am about to give are just a couple of the ways that games designers are starting to understand how interactivity can be used uniquely to its advantage as a medium.

Would You Kindly

Towards the end of the game Bioshock, it is skilfully revealed that ‘would you kindly’ is a hypnotic trigger phrase that compels the main character to do whatever follows. The game shows brief flashes of all the times that the character was asked if they would kindly do something, and this moment is made all the more striking because the player was in control of the character while these hidden commands were being given. The point is made all the clearer by the artful (but brief) removal of interactivity for a short moment afterwards.

This raises all sorts of interesting ideas, such as how feeling as if one is acting under free will may or may not equivalent to actually having free will. This idea is brought forward with emotional force thanks the use of interactivity, because the player certainly felt like they were in control at the time and yet now is forced to look back on how they unthinkingly did whatever they were told. If they play the game again, they will get a different but complementary experience – aware that they are a puppet due to knowledge of the ending, but still helpless to do anything but play along if they wish the story to progress.

Empty Space

When I heard that a film of Shadow of the Colossus was being planned, one of my first thoughts was that the titular colossi could come across very well, cinematically. My next was that one of the things that film would struggle to convey in the same way that a game can is just how much space there is in the way it is paced. There are long sections of that game where nothing is happening except for a man riding a horse, occasionally checking a sword that he uses as a sort of compass.

In film, this would no doubt be shorthanded or they’d try to find ways to fill the space like adding dramatic obstacles or characters, and some of the loneliness that the game so powerfully evokes would be lost as a result. This is not to say, of course, that films have no methods they can use to convey such loneliness; I’m sure that many films do so excellently. However I would argue that because of their interactivity, that tether that connects the player to what is happening, games have a natural advantage in being able to maintain lots of different sorts of pacing. A more recent example of this would be Limbo, a game whose pacing helps to present a particular brand of oppressive, menacing solitude that I do not think could be properly translated to other media without compromise.

What I’ve described here barely scratches the surface, not only of what is currently being done with interactivity but what could possibly be done in the future. The most artistic uses are no doubt those which I haven’t even thought of, those that will take me by surprise and make me wish I’d thought of it first. So let’s stop thinking of interactivity as a handicap, an obstacle that designers must step around in order to convey their ideas clearly and instead embrace it as the most important expressive tool that can be used to make games relevant as an art form.


Comments


darklordjames Says:

“briefly argue briefly”?

UglyDuck Says:

Interactivity is more a design challenge than an inhibition.

I think it extends to more than just player sabotage. If the player has control of the camera, then the game acknowledges that the camera is present, which breaks immersion. If the camera is hovering 8′ off the ground, it will be higher than the heads of the other people in the world which is an unnatural perspective. Giving control of the camera to the player means that you have to excuse it being there. It also reduces the amount of movement within the frame, since you only ever see one perpective. A good example to combat this would be the Gears of War Roadie Run camera; it feels naturalistic and unforced.

It’s also a design challenge in terms of pacing and difficulty. If the player dies, typically they have to go back to the last checkpoint. They end up replaying scenes, which is clumsy, AND then end up having to forget or ignore the first time they played the scene, which is disrespectful of the players agency. It implies that the story is more important than the players actions, which is just megalomania on the part of the developers. Failure in general is a goddamn nightmare, even if it’s so much as in the same room as authorial intent. The best way I’ve seen to make failure feel natural is Icycle, since dying is usually funny.

It’s difficult to weave music into a situation when the player can ignore the pace it sets. The big fight scene in Kill Bill is paced with so much variation in sound and music that to recreate it in a videogame would be infinitesimally more challenging, since you’re also having to account for every aspect of the player’s interactivity to keep that pace going. Mad Moxxi is a good example of arena battles that don’t really know where to go. The music and drama of the Underdome is very rich, and sets a fantastic pace so long as you’re fighting hard, but the gameplay doesn’t keep up. If your shield goes down, you’re cowering in the corner like a puppy while this badass fight music is rolling on like nothing has happened. And before you say it, L4D is an exception in many respects. L4D is one of the most elegant video games ever made, so let’s not tout that around like it’s the gold standard.

The problem isn’t that this is impossible. It’s just very, very difficult to make something that maintains immersion, accurate pace, naturalistic mechanics and authorial intent, and that’s before we’ve even told a worthwhile story.

Peter Silk Says:

@UglyDuck:

A lot of interesting points in there and I don’t want to respond to them all mainly because I don’t have much to add, except that yes: I don’t deny interactivity adds challenges, but only in the same way any medium has its own set of challenges.

I think Limbo handles death well, too, incidentally. It’s brutal but in a cold, matter-of-fact way, perfectly suited to the setting, and actually reinforcing it. Everytime you return to the previous checkpoint it’s like waking up from a dream where terrible, terrible things happened.

UglyDuck Says:

@Peter Silk:
I was looking forward to getting my hands on Limbo, but I guess I’ll just have to recreate the bleak, dead horror of it by staring at my E74 for a few hours.

Pyroph Says:

You hit the nail on the head with the second paragraph.

The only films that truly encapsulate loneliness whilst keeping things entertaining I can recall are Moon and WALL-E…

Will probably think of more soon & congratulate myself…

wardrox mobile Says:

I would love to read either more ways or more depth. I think the idea of space, of pacing is good. It takes the likes of kubrik to give the film watcher time to explore even basic scenes, yet games do it effortlessly.


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