Last post we talked about how
viewpoint influences how responsible players feel for their actions. Viewpoint
also changes how the player feels about a character. For example, Ultimate Spiderman shows two perspectives. The player alternately controls Spiderman and
Venom. Because the player also controls Venom, he cannot be the antagonist.
Unlike other mediums, where a villain can share a large portion of screen time
and parts of the story can be told from their perspective, in video games the
player sees their avatar as an extension of themselves, and thus as a
protagonist. Most players don’t mind doing villainous deeds for shits and giggles, but there is a difference between villainy and being the villain..
This framing gives the story
more emotional depth. When the final battle comes and it’s time for Spiderman to beat Venom, it’s not clear who the player should root for. Yeah, Venom’s a
sick abomination who would eat your Granny, but he is also an extension of the player. Players want to succeed in games, so when they controlled Venom their
goal was to help him achieve whatever the heck he wanted. Then they are put in a position where one side has to lose.
This creates a bittersweet victory.
Hipster Venom had tentacles coming out of his back before Slenderman made it cool. |
The same thing happens in Fire Emblem: Radiant Dawn. By allowing
the character to control both sides of a war, the player cannot see either side
as a villain. What’s more, much of your time in the game is spent trying to keep
your troops from dying. Once a character dies they are gone for good, so you
will spend many a battle resetting
over and over. And then you are put in a fight against yourself, where the goal
is to defeat your other team. All of a sudden all that frustration spent
keeping characters alive is fruitless. Kind of like war itself. This dynamic
allows the designers to build a compelling picture of war as a two-sided issue
where neither faction thinks they are wrong.
This son of a bitch cost me several hours of my life trying to keep his sorry ass alive. |
Perspective can also serve as a cosmetic tool. In games like World
of Warcraft, where the primary goal is raising and developing a character,
the game uses 3rd person perspective. Players are drawn to these
games because they want a chance to create an alternate persona. The character
that the player designs is a “’vacuum into which [their] identity and awareness
are pulled,’” allowing them to step out of their real-world self.1 If you want to be some sort of ninja
cat person, you be that ninja cat
person. Because so much emphasis is placed on creating a new identity through a
fictional character, being able to see the character is paramount. Also, the 3rd
person perspective allows the players to see their avatar within a fantasy
realm.
You have the ability to become ANYTHING, and you choose a half-naked elf chick. Way to flaunt that imagination. |
Skyrim, on the other hand, allows
players to switch between 1st and 3rd person
perspectives. In an online forum, players discussed what viewpoints they
preferred. While opinions differed, several players remarked that they used 1st
person perspective for battle and 3rd person perspective for
exploration. While part of this is due to the interface, where 1st
person is better-suited to combat, part of it is also because of the rhetorical
effects of the perspectives. As one commenter put it, he enjoys a “mix of both
for me. I like combat in first person, but I do a lot of exploration in third.
It's nice to be able to see your character and the changes new gear makes, and
the models/animations look much better than I expected they would.”2 Players like to experience the
triumphs of combat in 1st person, but when it comes to building a
character and exploring a world, 3rd person is better-suited.
World exploration is integral to
many platforming games, because part of the joy comes from discovering new and
imaginative worlds. Psychonauts is a
platformer that takes place within the mindscapes of other people. The worlds are as colorful and varied as the characters, and much of the joy comes from
seeing the onscreen character interact with the environment. For example, in
one level the player is in the subconscious of a giant mutated fish who just so
happens to be terrified of people. This manifests as the player-character being
a towering colossus rampaging through a surprisingly sophisticated cityscape.
The player is suddenly a Godzilla-esque force in a field of buildings that
collapse when you stomp on them and denizens that running shrieking from your
approach. While this set-up would still be hilarious in 1st
person, the ability to see the panorama of destruction the player causes adds
to the enjoyment.
Pictured here: Raz destroying Lungfishopolis. And enjoying it. The monster. |
Katamari Damacy also allows the player to destroy parts of the
environment by combining them into an ever-growing ball. Allowing the player to
see the stripped-bare land behind them gives them a satisfaction in knowing
that they have the power to change the way the land looks. It also allows them
to see the citizens fleeing in panic. You leave a wake of destruction and
desolation, like a colorful avenging angel. The 3rd person
perspective allows players to see the effects of their actions on the
environment, which is why it is useful for platforming games and other genres
where the focus is on exploration.
All shall become part of the collective. |
But wait! We're not done exploring the joys of perspective yet. Join us next time for an exploration of being a dick in The Sims.
1.
Wolf, Mark J.P.. "Abstraction in the Video
Game." The Video Game Theory Reader.
Ed. Mark J.P. Wolf and Ed. Bernard Perron. New York :
Routledge, 2003. Print.
2.
"Skyrim: 1st or 3rd person?." 12 Nov 2011 . N.p., Online Posting to
Gaming Outsiders. Web. 28 Mar. 2012 .
0 comments:
Post a Comment