First off, allow me to apologize for the lateness of this
post. I had a miscommunication
with David, who also posted this week, and it turns out we were writing over
the same article. So, here’s my
new post over Dr. Hess’ piece, “You Don’t Play, You Volunteer”: Narrative
Public Memory Construction in Medal of
Honor: Rising Sun.
For
this article, Hess dove into a narrative and ludological analysis of Medal of Honor: Rising Sun, a video game
released in November 2003 during the Gamecube, Xbox, and Playstation 2
generation. Since I spent more
time than I care to admit playing this game as a 14 year old, I had an easy
time slipping into the rhetorical world Hess wrote about; however, for the sake
of those who do not partake in video games, I’ll offer an
overview of the ludological and narrative focuses of this game (as researched
by Dr. Hess) before diving into the interactive effects and implications Hess
discovered within these aspects of Medal
of Honor: Rising Sun, as well as an overall reaction to this piece and how
it applies today.
Just
as with novels or films, video games too have overarching themes for audiences
to experience and attribute meaning.
However, unlike the vast majority of novels or films, video games such
as Medal of Honor: Rising Sun construct
meaning through both narrative devices as well as player interactivity. While the industry's humble begins from
Tetris to Super Mario World leave much meaning to be desired, now, as Hess
states, “computer mediated environments, such as multiple user dungeons, chat
rooms, and especially gaming, have reached increasing complexity and realism”
(p. 340). Now that the technology
exists, digital gaming presents interactive simulations that interweave player
action with complex narratives to present fully rhetorical situations (i.e. Mass Effect), and in Medal of Honor’s case, one that uses
historical events as a backdrop for a soldier-simulation in WWII (Hess 2007).
Due
to this unique situation, Hess used narrative and ludological criticism to
analyze how the narrative and interactive elements of Rising Sun. Take a
look at how Medal of Honor: Rising Sun is
presented. Hess stated that “the
intersection between the gameplay narrative and the historical narrative is
underscored through mission objectives” (p. 345). Here, the objective (scene) is set up through a cinematic
where players are caught up on the narrative and goals they have to
complete. Once the cinematic is
over, the player takes first-person control of the main character, and it is up
to them to fulfill the mission. As
an ordinary gamer taking the place of an ordinary soldier, the player is now
thrust into a vernacular perspective on the wartime events that follow (Hess
2007). The first person
perspective of the interactive experience during historical moments in WWII
rhetorically place the player in a situation that seems credible and real,
leading them to a perspective of patriotic vengeance on Japan in which events
played out seem like they actually happened as the player experienced them.
However,
as narratives tend to go, there is a beginning, middle, and end to the player’s
journey, and in order to reach the end, the player must play the part. Hess writes, “while immersed in the
text, the player interacts with its limits, borders, and environment” (p. 344),
and playing the part in this “authentic” historical environment leads to the
critical blindness described in the article. This blindness leads us to the implications Hess describes
as Rising Sun using intertwined
narratives to create a story of personal revenge, with the players actively
becoming involved in at type of public memory that reigns in themes of
nationalistic pride and jingoism. One
of the most important things to realize, however, is that the game is both, as
Hess puts it, static and dynamic (353). There is only one way to win, but getting there is an
interactive journey taken on by the player. Thus, the “politics of remembrance” are being brought to a
new audience in a new way. By
reconstructing the war in this way, players are not only experiencing it, but
also creating it themselves.
It
is easy to see that the rhetorical situation in video games is, at the very
least, complex, and this complexity lends to the potential for game to use
narrative construction as a work of art and tell stories that can affect the
player in ways only a video game can.
Yet as technology increases at a rapid pace, so does the propensity for
influential video games. Call of Duty: Black Ops, which came out
a few years ago, uses historical wartime settings, events, and characters (from
JFK to Castro) in a very similar fashion to Medal
of Honor: Rising Sun. Here,
the façade of better animation, better graphics, and better production value
are offering the opportunity of better truths. But while not all games profess these sorts of narrative
arguments and conscious (or subconscious) representations, Hess’ research
allows us to recognize the propensity for video games to attribute such
important meaning to what is experienced within them.
The focal point here is that video
game narratives offer a unique opportunity for participatory experience within
an emerging art form, and rhetoric in these moments is experienced from
multiple vantage points thanks to interactivity. Wolf states in his Game
Studies and Beyond article that “with the addition of interactivity, the
image is not just a window but a tool that allows one to (metaphorically) reach
through the window frame to find things and manipulate and interact with them
instead of just viewing them” (p. 117).
Video games implement different thematic production and narrative
techniques found in film or the written word, but with interactivity, the
rhetorical situation becomes much greater than the sum of its parts. Now it’s your turn, classmates. What do you think this means for the
video game industry? Does
participation in a narrative actually grant players choice, or is it just as
linear as the railway cars in Holocaust museums? Do video games have the potential to become not just artistic,
but the medium for an entirely unique rhetorical experience, or are they doomed
to be simulative constructs that will remain planted in the linear?
I had read something quite some time ago about a new processor with adaptive abilities. The main aspect from the article I took was the potential for computers to learn. We are starting to see this more and more, with the addition of these data centers that everyday people send results to and gather error messages, content willing to share, search engine results/searches, diagnostics, and locations. Amongst other things... What I am getting at, is it would be an alternate world for the most part if every choice we make in a video game led us to a different outcome or scenario. I am sure we have not seen even the tip of the iceberg to come when it comes to evolving game play. Although, imagine the gamers out there that their sole purpose is to beat a game. If you have a game that is "beatable" then their is a script construct and that is all we have. The only game that would have no main construct and was forever learning and providing new scenarios for nearly every action you took, would be unbeatable in a way, and would drive those aforementioned gamers bonkers! This would be game mimicking life, because if you can win a game there is a "right way" to play this particular game and therefore has no artistic freedom in the end. How you get to the end result would be planned out.
ReplyDeleteNow, what about a game that does mimic life? The only way your game ends, is if your character dies. This is an end that we all unfortunately face. Die of old age, disease, murder, etc. is the only way your game ends and you start again. What you do through this mimicked life is how you play the game and earn points based on your status in this so-called life.
I could only imagine how a game like this would play out and well it would be received. People are already living their lives through Facebook, and with a game like this, you would make people start living their lives more in this game than their real lives. Yikes... not a good idea, but an interesting one nonetheless
Solid point Wesley. These games that have narratives and are beatable have a right and wrong way to play them. This then separates them from becoming a pseudo-reality. Since there are not an infinite amount of ways to do things or paths to take the game does not feel like reality. I think this observation in a way takes away from Nik's point that the user becomes part of this historical experience.
DeleteThe games do provide a nonlinear narrative of the historical event they are centered around, but since they are limited to having set objectives, goals, and missions, they are then unable to be completely interactive in that sense.
I think an interesting concept would be an interactive game along the lines of the Sims or an mmo that could simulate a virtual reality of the historical event. This would be interesting, but I wouldn't actually like to see this happen because you’re right people spend enough time online as it is.
Wesley, it's funny that you mention such a game, because they have existed for quite awhile now. For example, The Sims and Second Life games are actually very much like that. Players create a character with certain attributes and personal characteristics, and they exist in that characters world. While there are suggested goals depending on each character, from "start a family" to "get your dream job," the player never has to complete them in order to succeed in the game world. Just like in life, you can keep on living and inhabiting space if you've missed out on that girl of your dreams or the opportunity of a lifetime.
ReplyDeleteGaming has become an experience based less on reaching the end to a level, and more on experiencing the virtual world within the narrative context of your character. Even blockbusters like Grand Theft Auto are following this mold. You can go through the story missions and "beat" the game, but for anyone who's ever dabbled in "open world games" like this, the parts you remember are random events you decided to create while walking around the NPC (no player characters) inhabited worlds. When I think of Grand Theft Auto, I think of randomly hijacking a helicopter, flying to the tip of the Empire State Building and jumping out, just for the spectacle. This is actually counterintuitive to the narrative-based game mechanics because my character dies and I have to start back at a checkpoint, but as a teenager I did it for the experience. Ever since technology has allowed massive worlds and spaces to be created and inhabited by players, real people have become addicted and lost their jobs and families to their virtual lives. While these are only extreme cases, it takes a large degree of powerful and enticing rhetorical spaces and situations to make that happen, and it seems as if video games have begun to scratch the surface of that possibility.
To address your point Nik about video games offering choice, I think there is a little bit of both happening. The video game is designed by people and is bounded by rules. Even though you as a player can push on those rules and perhaps work at cross-purposes with the objectives of the game, you are still bound by the rules of the game. You can't do anything you want. In that sense, the game is linear. But as both you and Wesley said, as games get more interactive and sophisticated the opportunities for choice increase. I think for most people who play games the goal is still to "win," whatever that means within the game. However, Wolf's point about the image of the game not being just a window but a tool is a valid one. When playing a new game, we often spend time just exploring the spaces and seeing how are actions can affect the environment of the game.
ReplyDeleteJohn, although we can only do what is in the programming for us to do in a video game, I don't think the time exploring and doing random things means that it is linear. Like the plot to any film, video games have different acts (levels) that the player can complete to progress the narrative and experience. This would constitue linearity. But the random exploring and events that I talked about shouldn't, at least in my opinion, be considered linear because they are not purposefully laid out for the player in order to progress. If you are moving forward on a line, you are going toward a destination. Maybe if we draw a circle around that line, then we get a better idea of the space a player can take up in a game. The line represents the linear nature of the narrative, the circle represents the opportunity for player interaction to take place outside that narrative, while still within the parameters of that game.
ReplyDeleteThanks, Nik.
ReplyDeleteTo continue your above metaphor regarding choice and linearity, I would like to speak to the notion of procedural rhetoric offered by Bogost (2008): the line and circle are both drawn by someone else’s hand; we, quite literally, play along while we trace the shapes previously offered. Even if players stray from a game’s larger narrative, don’t they remain bound by the rules/rhetorical strategies of the creator? Bogost posits, “…those rules are authored in code, through the practice of programming” (p. 125). Could random hijackings occur without preexisting procedures that allow for them? I have played one video game in my 22-years (for five minutes), so my knowledge is considerably and comparatively limited regarding the bounds of interactivity. From what I have read in preparation for this week’s discussions, however, it appears that every action is necessarily deliberate in that games afford only contrived situations. If this was not the case, could rhetorical critics look to video games as a locus for analysis with any promise of exposing (our favorite) hegemonic and ideologically driven agendas such as in Hess’ (2007) and Stahl’s (2006) work? I suppose what I mean is that I agree with notions of linearity in game texts, although I do believe there is some room for player-game negotiations and perceived efficacy in gaming outcomes.