Showing posts with label ethics. Show all posts
Showing posts with label ethics. Show all posts

Thursday, November 07, 2013

Who Needs a Story Anyway?

I began to write this a couple of months ago but I never bothered to finish it: I wasn't sure whether I was actually talking about the game in question or just using it as an arbitrary starting point for some philosophical musings which are dear to me. But since I wrote it, and since it doesn’t seem completely without interest, why not put it online? We’ll see how it’ll do. And if nothing, it’ll at least offer some kind of counterpoint to my last posts on cinematic video games, a critical perspective on a game with minimal storytelling. Anyway, here it is: why the Wii U may be the most moving (as in emotional, expressive, beautiful) video game console yet.

I bought a Wii U last spring mainly because of Ian Bogost’s non-review on Gamasutra: a console expressing self-doubt? Color me intrigued. My wallet didn’t approve of my inquiries about the alleged conscience of a video game console, but even though I barely touched it since, the philosophical leanings of my mind were rewarded despite the protestations of my bank account.

Playing solo, the two-screens is barely more than a gimmick, feeling a lot like a DS with your television acting as a bigger version of the upper screen (or at least it felt that way in the few games that I played). And just like the DS, hardly any game uses the two-screens in a meaningful or innovative way. Having a map of your surroundings always open on your smaller screen may be practical, but it’s nothing more than that; it doesn’t affect the gameplay in any way, or doesn’t lead to a new kind of experience. In a game like Mass Effect 3 (which I haven’t played, so, I suppose…), I’m still shooting dudes in the face (as the official saying goes) most of the time, only now I can know exactly where I am when doing so. Sure, this game wasn’t designed for the Wii U in the first place, so it may be normal that the second screen remains unused, but it was one of the most publicized features of this port, and it is the only way most games use this new screen. I still need to be convinced that this screen in my hand enhance my experience somehow, or, better, can lead me to new ones.

But my philosophical investigation was scarcely aimed at the single player experience anyway: I was way more interested in the possibilities offered by the asymmetrical gameplay promised by the multiplayer games. And on this matter, it is, indeed, a whole different affair: the Wii U becomes a perfect, ludic representation of our relation with space and time in our modern digital world.

Sunday, September 29, 2013

Honoring cinema

This post and the last one were written for the Blogs of the Round Table at Critical Distance, a monthly invitation for video game bloggers to discuss about a proposed topic. The theme this time was "What's the Story?", storytelling in video games. You can find the other entries by following the previous link.

My last article was a bit dishonest. I almost scrap the entire text a couple of times and instead write about how it would be cool to transfer André Bazin defense of impure cinema to the context of video games, but how it is not quite possible. I do think that video games are fundamentally impure, I love the idea of cinematic video games, and I don’t think there’s anything wrong with linear storytelling or with cutscenes in an interactive medium. The problem I had was that as soon as I began to write about a particular game, my “defense” of cinematic video games didn’t look so much like a “defense” anymore. In truth, I am much more ambivalent about the reality of cinematic video games than what my article implied: let’s say, then, that it was an ideal defense of these games.

So, here are the nuances I lifted out last time, with some additional musings on the subject, with an ethical twist, leading to a long coda on the Last of Us.

Thursday, August 15, 2013

Imitation of Life (4): Film is Dead, Long Live Video Games!

I opened this series of articles about CGI on the idea that “Video games are not cinematic and they will never be”, a radical statement that I would not repeat today without a load of nuances; here are some of them (a lot of them actually: be warned, this post is very long! So go grab a cup of coffee, or the entire Bodum, just to be sure…)

Friday, April 12, 2013

Lincoln (2012), Steven Spielberg

I didn’t have a proper conclusion for my two articles on Spielberg’s cinema, but now I found it with Lincoln, his last film, which happens to be also a good follow-up to my last post on ethics. I must say that this is not exactly a review, because I want to focus mainly on one scene that I will use to introduce a new angle from which we can view his cinema; in lieu of proper criticism, I’ll add some general observations at the end.


As always with Spielberg, his movie is an answer to a former one; in this case, Lincoln replies to Saving Private Ryan (among others, but especially). Both movies open on a similar representation of the war: in SPR, it was a long virtuosic set-piece of the Normandy landing, the most famous scene of the movie but also the worst. A little nuance would be in order, but with its presentation of violence in a frontal, ostentatious manner, this fluid camera moving cleverly around the scene, travelling from the characters to the gruesome death of unknown soldiers and back to the characters, as if this violence was taking place especially for this omniscient camera, which always happened to be at the right place at the right moment, with all this technical skill on display, well this whole landing didn’t seem chaotic or arbitrary anymore; instead we felt mostly the absolute mastery of the filmmaker, who was using all his ingenuity to set-up the most impressive spectacle possible (and it is impressive, but this doesn’t really serve the purpose). Lincoln begins on the bloody fields of the Civil War, but this time the violence lasts about one minute: Spielberg turns away from the war itself and heads towards his main character, a Lincoln discussing with two black soldiers. From now on, the filmmaker isn’t interested in the action, but in the ideas behind it (which, incidentally, coincide with his announcement that he will no longer make action movies).

Friday, April 05, 2013

To Kill Or Not To Kill

In the past week, I’ve been having a little back and forth with Joel Goodwin on his blog Electron Dance about ethical choices as they are currently depicted by videogames. As my answer to his last comment grew and grew, and as I realized that I was not arguing anymore, but restating Goodwin's argument in my own words, I thought it would be best to develop it here more fully, as a sort of addendum to my article on The Illusion of Choice.
 

I first intervened on his blog (on the last part of his excellent series on Dishonored) to comment on this comparison: “The ethical choice of Dishonored and Bioshock is artificial, as worthless as the "trolley problem", a popular thought experiment in ethics. Here's the cut-down version of the trolley problem: five people will die unless you throw a switch in which case only one person will die. There are variations of the problem but basically Spock said it best with "the needs of the many outweigh the needs of the few"” My main argument was that the ethical choice in these videogames is more meaningful than the trolley problem because they appear in the context of a precise narrative. In a sense, we should not considered these choices from the point of view of the player (what would I do?), but rather from the one of the fictional character controlled by the player (what would Corvo do?), just like in any other narrative medium dealing with ethics – and unlike the trolley problem, which exists in a vacuum. I still agree with that part, but I would retract from the rest of my argument now and propose instead, as Goodwin did, that this narrative meaning doesn’t make these choices less hollow. In fact, such a context is exactly why we should not even qualify them as “ethical” in the first place.

Friday, March 08, 2013

The Illusion of Choice

“A game is a series of interesting decisions.” We all know this famous assertion made by Sid Meier (does anyone know when and in which context he said it, or do we just have to take it for granted because it has been repeated so many times that it became its own truth?), but what did he mean by “interesting decisions”?


Let’s take strategy games, maybe the more “gamey” genre of game, or at least the one closer to traditional games, and the one Meier is renowned for: they’re a precarious balancing act, where every decision must lead to various consequences, preferably with some degree of unpredictability, or else there’s no strategy at all, just an optimal tactic that will work in every situation. But in a narrative-centric game, what makes a decision interesting is completely different, and is not necessarily coherent with what would be best from a purely ludic’s perspective: for example, it is not always wise to present equally seductive rewards when a player has to choose between a “good” and an “evil” option. The designer would say we should not penalize a player for prefering one or the other path, because who will want to be “good” if the game becomes dull or too hard or too easy? But what does it say, from the point of view of ethics, when a game presents such “interesting decisions”, based on a system of rewards?