Okay, okay, a year ought to be enough to string out that joke.
Though that said, some of you may prefer to skip this particular post, as it is entirely concerned with the endgame sequence of the generally marvellous Red Dead Redemption, and story spoilers are a natural part of that.
For the most part, Redemption is an excellent piece of videogame fiction. Practically everything a player can do within the game's expansive sandbox world - hunt animals, capture or kill outlaws, tame wild horses, chat with bartenders and so on - complements and builds on the atmosphere the central plot is trying to deliver. This, in stark contrast to the schizophrenia of its predecessor-of-sorts Grand Theft Auto IV, the grim earnestness of whose storytelling quite often struggled to stay afloat surrounded by the series' core design ideal of dicking around. The game isn't without its flaws - a poorly-delivered tutorial here, a redundant fast-travel mechanic there - but, this not being a review, these are not my current concern. Instead, I want to discuss a particular isolated decision of design and storytelling, which I feel makes for an interesting case-study.
Towards the end of the game, protagonist John Marston has killed off his entire former gang, been reunited with his kidnapped family, and sets about starting a new and honest life as a cattle rancher. Inevitably, the federal agents who had previously forced him to revisit his old outlaw days betray their word and bring the wrath of the US Army down on the Marston estate. After a short battle, John sends his wife and son packing and finds himself holed up in his barn. In a textbook display of Cutscene Incompetence Syndrome (a mercifully far less frequent occurrence in the game than it might have been), he chooses to ignore the cover his position affords him, and instead throws wide the barn doors and steps out into the open to face the numerous remaining soldiers alone.
I shouldn't have to tell you that John doesn't survive this encounter. The narrative very much calls for it, and that I don't object to. Potential gameplay consequences are dealt with cleverly as well, with an endless epilogue starring John's son, Jack, a few years later allowing players to tie up loose ends without damaging (on the contrary, actively aiding) the story. The Cutscene Incompetence, too, I can live with - indeed, perhaps an advantage of directed cinematic sequences over Half-Life's passively interactive approach to delivering narrative material is that the player-character disconnect they produce allows writers a little more freedom without compromising a player's suspension of disbelief.
But the game chooses to return control to the player's hands for this last stand, and the way in which this is delivered constitutes a huge design error. The player will, by this point, have spent a considerable amount of time as John, building up a formidable arsenal of weapons and abilities in the process, most of which are awarded during story missions and are therefore unavoidable. Even with all of this equipment - including petrol bombs, shotguns, automatic pistols and large capacity rifles - stashed on John's person, the game roots him to the spot, forces the player to draw a rather pathetic 6-shot revolver to face down the twenty riflemen lined up in front of him, prevents the player from accessing the weapons menu, and automatically initiates an artificially shortened version of Redemption's target-painting take on bullet-time. The game, with no overt in-universe justification, restricts the player's options.
It changes the rules.
In doing this, Rockstar San Diego must have hoped to better integrate the traditionally rather disparate twin disciplines of narrative and gameplay (something they do rather well elsewhere in the game, as the few examples I have cited previously demonstrate), keeping the player firmly immersed in John's shoes in his final moments for that personal touch. But by breaking several basic game rules - rules that a player would have been exposed to consistently for as many as twenty hours before this event - it actually serves to do the opposite. We catch a glimpse behind the curtain, at the play-pieces being surreptitiously but cackhandedly rearranged, and so, instead of John being cheated by his fate, the player has been cheated by the game.
What's particularly frustrating about this is that it doesn't take much creative effort at all to think of several ways by which the player could have been forced into a conventionally, legitimately unwinnable situation: encircle John with enemies; insert a scripted sniper shot; cripple his arms and/or legs in the prior cutscene. And so on.
Design defines the rules by which a player understands a world. Changing those rules part way through for the sake of your narrative is an ultimately fruitless exercise. No matter how better served your story may be by doing so, the player will not believe it.
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23 comments:
You fucking suck. Don't ever make games yourself as they will only turn into a complete failure. The maps you have made for Crush the Castle 2 is a bloody good example.
Piss off and get another job.
Ви чертовски смоктати. Ніколи не робити гри самостійно, оскільки вони будуть тільки перетворитися на повний провал. Карти, які ви зробили для Тиснява Castle 2 є кривавий хороший приклад. Провалюй та отримати іншу роботу.
당신은 최악 빌어먹을. 그들은 완전한 실패로 돌아갈 것 같은 게임도 직접하지 마십시오. 이 크러시 성 2 만든지도는 피묻은 좋은 예입니다. 꺼져 다른 직업을 얻을.
Вы па-чартоўску смактаць. Ніколі не рабіць гульні самастойна, паколькі яны будуць толькі ператварыцца ў поўны правал. Карты, якія вы зрабілі для Цісканіна Castle 2 з'яўляецца крывавы добры прыклад. Правальвай і атрымаць іншую працу.
友他妈的吸。千万不要自己做游戏,因为他们只会变成一个彻底的失败。粉碎城堡2的地图,是一个血淋淋的很好的例子。杰克琼斯,并获得另一份工作。
你他媽的吸。千萬不要讓自己的遊戲,因為他們只會變成一個徹底的失敗。這些地圖你已經為粉碎城堡2是一個血淋淋的例子。傑克瓊斯並獲得另一份工作。
ನೀವು ಹೀರುವಂತೆ ಫಕಿಂಗ್. ಅವರು ಕೇವಲ ಒಂದು ಸಂಪೂರ್ಣ ವೈಫಲ್ಯ ಪರಿವರ್ತನೆ ಮಾಡುತ್ತದೆ ಎಂದು ಎಂದಾದರೂ ಆಟಗಳು ನೀವೇ ಮಾಡಬೇಡಿ. ನೀವು ಕ್ರಷ್ ಕ್ಯಾಸಲ್ 2 ಮಾಡಿದ ನಕ್ಷೆಗಳು ಒಂದು ರಕ್ತಮಯ ಒಳ್ಳೆಯ ಉದಾಹರಣೆ. ಆಫ್ ಪಿಸ್ ಮತ್ತು ಇನ್ನೊಂದು ಕೆಲಸ ಪಡೆಯುವುದು.
あなたが吸うをクソ。彼らは唯一の完全な失敗に変わるので今までゲームを自分で行わないでください。あなたがクラッシュ城2で作られたマップは、血みどろの良い例です。怒らせると別の仕事を得る。
אתה חתיכת חרא. לעולם אל עצמך לעשות משחקים כמו שהם רק הופכים כישלון מוחלט. המפות שעשיתם עבור לרסק את הטירה 2 היא דוגמה טובה דמים. שיתחפף למצוא עבודה אחרת.
Þú fuck sjúga. Ekki alltaf gera leiki sjálfur eins og þeir vilja bara snúa inn í a heill bilun. Kortin sem þú hefur gert fyrir mylja Castle 2 er blóðugum gott dæmi. Reiðan burt og fá annað starf.
شما لعنتی میمکند. آیا تا کنون را بازی خودتان را به عنوان آنها تنها به شکست کامل تبدیل.نقشه شما برای پیروز شدن قلعه 2 ساخته شده است به عنوان مثال خونین خوب است. شاش کردن و کار دیگری را دریافت کنید.
Ou mèrdik souse. Pa janm fè jwèt tèt ou jan yo pral sèlman vire nan yon echèk konplè. Kat sa yo ou te fè pou kraze Castle la 2 se yon egzanp san bon. Piss koupe epi pou yo jwenn yon lòt travay.
Dear Anonymous,
What's your beef with my brother?
Are you jealous? What a strange thing to be jealous about.
Perhaps you would like to have a fight? I don't think Joel will fight you - he's a sensible adult.
Please do something else with your time. There are some great things on TV at 7pm on Sunday nights.You might find the BBC Proms particularly soothing for your no-doubt troubled psyche.
All the best,
Beth
The internet is a serious business Beth.
Hello again Anonymous,
Thanks for letting me know.
May I suggest you take your anger elsewhere? Taking up a new hobby, learning a language (you are obviously a linguist given your excellent use of Google Translate) or even participating in a sport may all be more appropriate outlets for the anger you feel. I find reading particularly therapeutic.
Although you may feel very strongly that the maps for Crush the Castle 2 are not up to your high standards, I believe you are displacing your anger with something larger in your life, onto my brother.
Perhaps you lack a sense of entitlement and feel disenfranchised by the various socio-economical and political forces at work. The world certainly is unfair. Although it's not for me to judge, let me tell you that as you get older, you will find your own route through, be it via political activism, denial or even apathy!
Whatever the cause, you are not alone anymore! Don't worry! Every time you have one of these unusual and irrational outbursts on Joel's blog about frankly rather esoteric subjects, you'll know that someone will be there to LISTEN who really understands your pain.
I'm here for you buddy.
Your friend,
Beth
Leaders of our time, ready for a downfall.
I'm simply opening his eyes so he wakes up from the adventure world of soft clouds Beth. He made a bad map on a good browser game that made many players frustrated which just proves that he got the wrong job.
It's for the best of the gamers. Sometimes the job people have is not for the right person, and from a gamer perspective that would be your own brother. Walking on soft clouds is never a good thing for the long path of life. Trying to shield people off bad news or simple opinions that others have. You see them as anger, I see it as a simple way to explain.
Agricola est in agri.
it's okay - just let it all out man.
just in passing, what is your job? how would you feel if someone you didn't know started publicly claiming you were shit at it?
did you know that Joel has made games? and they weren't and aren't failures? it's his job you see, people pay him to do it - people who know more than you about whether or not someone is good at something.
it's always a little strange when people pass judgment on someone's suitability for a job - particularly when the job is not one that really doesn't make much difference to the world. it's a bit like complaining about a shopkeeper - if you don't like it, go somewhere else!
Futue te ipsum et caballum tuum.
Your pal,
Beth
As per my view It is good challenging game for the players. The face the lots of difficulty to complete its stages. Players can use the different weapons of this game to complete the stages.
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