Tuesday 23 April 2013

BA6 | Advanced Game Studies #04

Documentary, A Place for Games?

Last week, Sharon gave us an interesting lecture on documentary and challenged the concept of whether games can be documentary or not. She told us that Tracy Fullerton quotes that games could be a way of “putting the player in the path of history”; this is especially relevant to wars game such as the infamous Call of Duty franchise, Medal of Honour series and Battlefield games.  




Sharon then went on to telling us about Michael Renov’s (Professor, Vice Dean of Academic Affairs, USC) “Theorising Documentary” where he defines it as: 

To record, reveal of preserve.

To persuade or promote. 

To analyse or interrogate. 

To express. 

We are then shown a quote from “Playing the Past: History and Nostalgia in Video Games” (Fullerton, T. 2008) who states that… 

‘The technological cycles that have driven the game industry to date all seem to move toward a point of convergence at which photorealistic visuals and
painstakingly accurate simulations will meet.’ 

This is especially true of war games that are being released within this generation of consoles and PC’s, striving for the realistic graphics to do justice to the scarily realistic gameplay and simulations of war. 

Historical Context: Social Realism

Social Realism, otherwise known as “socio-realism”, was an art movement referring to the creative works of painters, film makers, photographers and print makers who produced work that was intended to draw in people attention to the everyday conditions of the working classes and the poor. 

An example that Sharon gave us to consider regarding social realism was an influential piece of TV cinema called “Cathy Come Home”; a thought provoking piece of film intended to cause drama and controversy concerning the state of homeless parents at that time.
 
 
video reference, credit to ian moore 
  
Documentary through Direct Cinema

Sharon then spoke about how the use of film and cinema to spread documentary was used, incorporating “innovations in recording and sound technology to make film intended to represent reality in new ways”. In other words, we were considering how the powerful medium of film began to be a popular outlet for documentary and with new technologies available, film makers were able to realistically document and portray their subjects. 

This led us onto the Maysles Films. 
 
 image reference
 
Albert and David Maysles were brothers who made documentary films together as a production team. Their work includes Salesman (1968) and Grey Gardens (1976). 
 
Grey Gardens was a documentary following the everyday lives of two reclusive socialites, a mother and daughter who shared the name Edith Beale. They lived at Grey Gardens, a run down mansion in New York. 

 
video reference, credit goes to D Wright 
 
The Maysles stated that “the more personal [a film] is, the more it tells everyone’s story”.
Sharon then proposed the question:  

Does the interactivity of games offer an opportunity to take the ideas expressed by the Maysles further and personalise content to produce universally relevant ‘documentary’ experiences?

I believe it does yes. Interactivity with games is crucial for a deep, emotional and meaningful connection between the player and the story of the game; just as the Maysles film Grey Gardens pushes emotions between the viewer and the characters. If a games narrative is incredibly personal then the player will feel more of a connection to it and begin to find elements which relate to it being their own personal story. 

Persuasive Gaming: Political and Social Perspectives

We also had a lecture from Kim regarding another angle at which we could consider the contextual studies brief. She began talking to us about the procedural rhetoric in games saying that “video games offer a particularly rich embodiment of procedural rhetoric”.

Ian Bogost defines procedural rhetoric as follows: 

“I suggest the name procedural rhetoric for the practice of using processes persuasively, just as verbal rhetoric is the practice of using oratory persuasively and visual rhetoric is the practice of using images persuasively. Procedural rhetoric is a general name for the practice of authoring arguments through processes. Following the classical model, procedural rhetoric entails persuasion—to change opinion or action. Following the contemporary model, procedural rhetoric entails expression—to convey ideas effectively. Procedural rhetoric is a subdomain of procedural authorship; its arguments are made not through the construction of words or images, but through the authorship of rules of behaviour, the construction of dynamic models. In computation, those rules are authored in code, through the practice of programming.” 

In other words, Ian Bogost suggests that procedural rhetoric is a strategic method of persuasion told not through words or imagery but through rules and regulations that are there to guide the person to a specific conclusion. In video games, for example, procedural rhetoric is used to guide the player through the game. 
 
“Questionable” Games

In this section of the lecture, Kim spoke to use about a selection of so called “games” that depict shocking historical acts such as terrorism and assassination. Examples of which are: 

Super Columbine Massacre RPG Where players take on the role of Eric Harris and Dylan Klebold and act out the massacre whilst experiencing flashbacks relating to their past experiences in life (subtly suggesting why they did the shootings).

 
video reference, credit goes to Noël F. S. Walstra 
 
9/11 Survivor Is a game where players assume the roles of people trapped in the south towers of the world trade centre when the 9/11 terrorist attacks happened.
 

JFK Reloaded is a game where the player assumes control of Lee Harvey Oswald and literally re enacts the John F. Kennedy assassination themselves.

   
video reference, credit goes to MrRice4life 

In all these games you assume an active role within a controversial subject. Many argue that these aren’t even games, nor can they be defined as games due to their sensitive subject material and historical references. For this reason they get a bad name and incredibly negative press which is highly understandable. 

Contextual Studies Task

As a homework task, Kim and Sharon asked us to either pick a game from the ones spoken about or chose one of our own and analyse/discuss the procedural rhetorical elements that is contains. I decided to play a game of my own choice which was Portal 2. 

(The following are all my own screen shots)

Procedural Rhetoric in Portal 2? 


  
I am hoping my understanding of procedural rhetoric is strong enough and correct to verify my study of Portal 2 and the ways the game is using procedural rhetoric to guide the player through the game. 

My notes that I took from the CS session regarding procedural rhetoric state that it is the process of getting a player to progress through a game and that devs use forced mechanics to aid this. So, for this assignment I decided to look at Portal 2 and how the world and level design can influence the players decision in order to progress. This is interesting because the story in Portal 2 isn’t *that* complicated and therefore there is no constant narrative drive, as GLaDOS would suggest, it’s all about the science and test chambers ;) 

So, the procedural rhetoric I have focused on comes in the form of how the developers have subtly used level design to persuade the player to progress and aid them with the decisions when attempting to solve the various test chambers.
First of all, here is the list of questions that I had to keep in mind when analysing the game:  

• What are the rules of the system?

The rules of Portal 2 are that players are physically unable to progress through the game unless they solve test chambers. As I mentioned, the level design in Portal 2 is a visual aid of procedural rhetoric, in many way, as it sub consciously helps the player make their choices when trying to solve test chambers. Solving the chambers lets them progress through the game. 

 
At the beginning of test chambers players are faced with a number and some small square icons which actually portray the types of techniques needed in order to complete the test chamber. 


The same small icons are repeated throughout the level in order to try and persuade the player how to solve the chamber.


 These lighter cream coloured walls are the only walls players can place portals. These are obviously very precisely placed within the levels because they need to be in very specific places in order for players to cleverly use their portals and progress. However, the placement of these walls can also help trigger the player to think “hey, there, I should try and put a portal there”; in other words, these walls can persuade the player to play a specific way progress as a result. 
 
What claims about the world do these rules make?

On a deeper level, Portal 2 teaches co operation (when playing in co-op mode), problem solving and time management. The game has an age rating of 12 so theoretically, fairly younger players can pick up the game and play and have to possess these qualities in order to progress through the game. 

 
I have played Portal 2 in co op mode before where players have quit out due to not being able to solve the test chamber in less than 1 minute or I have left because the player simply wont communicate with me well enough to progress through the game, despite having the level design subtly persuading us. 

• How do I respond to those claims?

Needing skills such as good problem solving, thinking outside the box, time management and people skills to work in co op for this game to be successful are correct but also interesting. I personally love co op games and needing these qualities only adds to the thrill of the game, the awesome feeling of successfully solving a test chamber is great. I think that the procedural rhetoric is helpful in the game in terms of persuading the players to think in certain ways or helping them make different decisions when problem solving but I also think that these aren’t always needed and sometimes you do just blank them out as a player and try to use your own initiative to solve the chambers. However, it’s still trial and error a lot of the time and Id consider that the level design itself is a forced mechanic by the developers in order to help persuade the player to progress and reach specific conclusions both in game and regarding narrative.


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