the playable detective -...
TRANSCRIPT
The playable detective - some theoretical considerations
concerning construction of interactive
characters in crime computer games
5th Klim Seminar
May 26th 2009
Kjetil Sandvik, Film and Media Studies,
University of Copenhagen
Agenda
• A first larger attempt to get into my own project on interactive crime fictions (and as a test balloon for my paper on this fall’s crime and realism-conference in Aalborg).
• I will put forward some theoretical speculations on how this remediation actually is conducted when it comes to constructing interactive crime-plots and playable detectives.
• Main focus today: I will have a closer look on two major concepts here: embodiment, which is the feeling of being bodily extended into the fiction space, and agency, which is the player’s ability to conduct actions within the plot structure embedded in this fiction space.
Case: Blackout (Deadline
Games, 1997) • Double mystery-solving:
• What happened to the beheaded woman on the bed?
• What is your own identity?
• These to are connected
• Film noir setting (melodramatic)
• Deranged people and decaying society: hostile environment
• claustrophobic, depraved, disillusioned fiction universe
• The detective’s personal problems bigger than problems concerning solving the case…
• Control is what differentiates games from
movies, books and other media. Without
control there is no game. » Aubertin, Callesen & Hauballe
Gameplay genres
• Action games require the ability to operate the game interface at a high speed and reacting real-time to the multitude of choices constantly presented by the game,
• Adventure games demand skills of pattern recognition, logical reasoning, puzzle solving and so on.
• Strategy games build on players’ ability to construct and handle increasingly complex systems (a family, a city, an ecosystem etc.).
Crime fiction and games
One of the crime fiction’s main
characteristics is that solving
the crime is more important
than the crime itself. As readers
or spectators we are engaged in
this crime-solving work con-
ducted by members of the
homicide squad, the forensic
team and a large part of the
suspense building up is
connected to how this work is
carried out and to the feelings/
emotions of the characters
doing the work.
Computer games are playable
fictions
• Interaction between an abstract or a
fictional world and a plot structure + a
players actions within and according to this
fictional world and narrative structure.
• Gameplay constituted by role-play.
• In games the players do not ‘just’ discover
and uncover and to read for the plot, they
play the plot.
Roles to play
No spectators, only participants
• The game is not meant to be watched, but an
end in itself
• Narrative complexity and coherence, psycho-
logical character development, depth in
character and story are not ends in them selves,
but elements which may facilitate the player’s
ability to be embodied and to perform agency in
the story.
• The thing is not to discover and uncover and to
read for the plot, but to play the plot.
Perception = performance
• The player’s actions are not just of a
perceptual, emotional and mental
character, but also tactile, that is
constituted by physical actions which
create a sense of control, of ’agency’ in
the game universe.
• Reading is playing, interpretation enables
further play
Gameplay situation Time
Player
Space
Game fiction
Player character
Dramatic
action
’Time’
’Space’
Analysis/
evaluation
Rules
Interface
Other
characters
Game
universe
Games as fiction
• In games, suspension of disbelief, which
is vital to reading and perceiving fiction of
all kinds, has become a physical attribute
in the fiction itself.
• In games, suspension of disbelief is not
just a mental activity, but a hands-on
integrative structure of agency extending
the player into the game fiction.
Agency and embodiment
• To the fictional character the story will always be here-and-now (realtime).
• The computer game provides the player with the opportunity to go in and play a character and thus partake in the fiction’s realtime.
• The player does not just get emotionally involved in the story’s character; she embodies the character: her visuo-motoric actions are extended into the character.
• The player executes vital agency in the fiction’s here-and-now time.
Levels of agency
• Kinesthetic agency
• Character agency
• Dramaturgical agency
• Narrative agency
• Discoursive agency
Body and movement
• Engagement of the player’s body takes place on several levels in computer games, ranging from
• the virtual physicality inherent in the player’s embodiment and agency found in the player’s control over the game character and game story
• to the tactility in encountering and operating the games interface.
Extending the player’s body into
the game universe
• Playing computer games consists of an interplay between the player’s body movements in the physical world and the agency of game characters in the game’s mediated environment with the controller as a mediator remediating the movements of the player in physical space into the actions of the avatar and into its navigational operation in the space of the game world.
Embodiment and agency
Bad game design: the enemy
characters is supposed to kill
you, not the interface
An absurdly difficult to handle controlling system
Turns Die by the Sword into Die by the Mouse
Extensions of the body:
Systems like Nintendo Wii
create a man-machine
symbiotic game experience
of agency and sense of
control beyond the limits of
the player’s physical body.
Expanding the body scheme
(Merleau-Ponty):
’Becoming-one-with’ the tool
(experiences from sports:
athletes merging with or
bodily extension into the
tennis racket, the spear, the
ball).
Interface in Blackout
• Screenmouse + keyboard
• 1. person POV
• old-school point-and-click navigation and interaction
• in Blackout the emphasis is not on kinesthetic agency connected to the movements of the avatar, but to the navigation through the fiction space
Levels of agency
• Kinesthetic agency
• Character agency
• Dramaturgical agency
• Narrative agency
• Discursive agency
The character as vehicle
• The “character” is better
considered as a suite of
characteristics or equipment
utilized and embodied by the
controlling player. The primary
player-character relationship is
one of vehicular embodiment
(James Newman).
• We do not play e.g. Lara Croft –
we gain control over a certain set
of ‘skills’ regarding the ability to
act and which is implemented in
the Lara-avatar: the avatar’s
action become an extension of
the player’s body.
Open characters
• More abstracted characters leave more room for the player, and are therefore better suited to support a play-centric model.
• In the game Tomb Raider, Lara is a partially formed character, she is in essence a cartoon who serves as an avatar onto which he player is meant to project her or more often his own interpretation.
• It is important that the character is incomplete because if the character is too developed, there is nothing compelling for the player to contribute.
» Celia Pearce: ”Towards a Game Theory of Games (2002)
Character agency: The Sims
Character agency: Blackout
• In the beginning the
character is empty
• Throughout the game
you (re)construct the
character and by
doing so you also
(re)construct the
crime story.
• Character agency
dramaturgical agency
Levels of agency
• Kinesthetic agency
• Character agency
• Dramaturgical agency
• Narrative agency
• Discoursive agency
Game dramaturgy
• The way player-inflected actions work
within the game as part of causal chains of
pro-actions and re-actions in a (mono- or
multi-) linear structure producing change in
time and space.
Dramaturgical agency: Doom Save game-function:
May be embedded in the game fiction (e.g. Prince of Percia
Dramaturgical agancy: GTA
Dramaturgical agency: Blackout
Story
-space Story
-space
Story
-space
blackout blackout
Levels of agency
• Kinesthetic agency
• Character agency
• Dramaturgical agency
• Narrative agency
• Discoursive agency
Narrative agency:
The Sims as story-
telling device
Levels of agency
• Kinesthetic agency
• Character agency
• Dramaturgical agency
• Narrative agency
• Discoursive agency
Discourse agency: designing
new game using Far Cry-engine
Agency
• The satisfying power to take meaningful action and see the results of our decisions and choices.
» Janet H. Murray: Hamlet on the Holodeck, 1997
• Activity alone is not agency. • Although gamemakers sometimes mistakenly focus on
the number of interactions per minute, this number is a poor indicator of the pleasure of agency afforded by a game
• In Blackout the loss of agency is vital to the over-all gameplay and game story
The loss of agency
• Your loss of memory renders you unable to act (others hold the truth about your identity, e.g. The Truth-sayer).
• The hostile environ-ment takes command.
• The blackouts take control over the course of the plot.