Recently in the lectures Kevin discussed how while playing
Valve’s Half-Life 2 he discovered that if he threw paint cans against
enemies the contents would blind them and he could escape. It was a rather
trivial detail the developer still thought to include it. The idea of if a
container is full of a liquid and you then through the container hard enough
for the contents to burst out is very common sense adding to the construction
of a cohesive game space and limiting the structural incoherence.
However, I
personally remember that exact instance and others like is (particularly in
Valve games) where these very common sense minor details have actually
detracted from the immediacy of the game and made me acutely aware of the hyper-mediated
nature of the game. The reason for this I find is that after growing up playing
video games I have an expectancy of brokenness. Not in the sense of glitches
but in the sense that only recently has the hardware been developed enough to
support all the little common sense interactions a player can have even within
a small space. These omissions didn’t detract from the game they were just
realities that you accepted when you hung your disbelief up at the door. When you
booted up a game you set aside all expectations of being able to pick up a book
and flip through it for example. At best you would get an in-game text description
of the book hastily plugged into the game which was fine because you knew there
was only so much give in the game. Overtime this acceptance of games
limitations became the only way I was used to them. I remember the first time I
played Half Life and found a functioning microwave in-game it blew my
mind.
These days however we have games like the Elder Scroll series
which has several hundreds of in-game books across the series, each with pages
of text filled out with stories, song, and history. These books add hours of
additional content and context to the game world and are completely superfluous
to the game itself. These added details
are amazing developments but I can’t help but compare them to my memories of
gaming. Every time I boot up a new game I last about ten minutes before being
caught up on some trivial detail, like books or paint cans, and start to think
about the ‘game-ness’ rather than the story/text. I compare things that I have found in a
new game and think about what it would be like if it came out ten years prior. It’s strange that these additions that work to
flesh out the game world and make it feel like a viable space, a liveable
space, make me so acutely aware of the games construction.
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