Gamasutra Article –
Opinion: Why More Games Need Subtext
>> THIS is an aticle I found on Gamasutra
written by Chris Remo approaching the subject of whether video games need more
sub text. He looks at how games can mean to their audience suggesting that
“gameplay is a great start but that many titles may be missing a chance to ‘amplify or even
largely deliver meaningful subtext’ along the way”.
“It is a given that games
should generally be fun; everybody knows this implicitly, and people like
LeBlanc and Hocking are working to codify what fun and
immersion really mean. What is particularly exciting - and probably beneficial
to the overall success of the medium - to use fun and immersion to convey other
statements.”
I really like what is being suggested
here. Remo is stating, using LeBlanc and Hockings
opinions (see article) to back up his theories, that describing your key
element of game design as fun is a given, this is something so obvious that it
shouldn’t be considered a needed term. However, having an underlying sub text through
narrative or gameplay to convey a deeper meaning is something exciting that
games don’t seem to do often enough.
“But maybe more games should try to
give the player something to consider, beyond "This is how it feels to be
a space marine/ general/ wizard/ criminal/ popular Hollywood character."
This entire quote is beneficial. Remo is saying that maybe
video games should give their audience and players
something further than the on screen emotion of role playing. For example, he
is implying that while the player is assuming the role of a wizard in game, the
game should do more and go further than just “hey, this is what being a wizard
feels like replicated via a screen and controller”.
Chris Remo on…
…GTA III
and its Sub Textual Meanings
"The
game world, characters, and situations of the recent Grand Theft Auto titles
are, if obviously unlikely, highly grounded in common urban experiences and
popular realistic fiction."
“The gameplay is fairly arcadey in its
straightforwardness and capacity for wanton destruction, which makes the games
accessible and doesn't put up barrier for the game's secondary content.
Since its commentary
is ingrained in the world itself, it allows the subtext to come through largely
independent of the narrative - appropriate for an open-world game.
Grand Theft Auto's subtext is light modern-day social commentary, poking at
American consumer culture and attraction to violence - while revealing in it. “
This is a really interesting take on
GTA III and its sub text and deeper meaning. Remo is insinuating that the sub
text within GTA III is attempting to tell the story of modern day society by making
light humour of real life situations and exaggerating them in game via
play. This is exactly the kind of element I am focusing on for my written piece.
…ICO and
its Sub Textual Meanings
“I don't
want my point to be misunderstood as "games must have deep stories,"
because I do not hold that to be the case. Ico demonstrates that a game can be genuinely
affecting, holding emotional substance at the core of its style with only the
most threadbare of plots. Ico's
gameplay is a direct expression of game's theme - there is no deep
literary premise, but rather a profound character connection.”
“When you suddenly push the
analog stick too hard and
protagonist Ico harshly jerks companion Yorda around, there is a
tangible relationship between the physical input, the game mechanics, and the
on-screen relationship that itself says a lot about the power of games.
Gameplay and emotion go hand in hand.
Though this dialogue-light game is on
the other end of the scale from the much more verbose Full Throttle, both
games have the power to leave the player with a sense of reflection. Ico's
subtext is emotional, delving into the relationship between player and
character, and quietly exploring the potential therein.”
We have been learning about procedural
rhetoric in games and how they affect the player and manipulate them into
progressing through the game. If you consider procedural rhetoric in a
slightly “out of the box” way, you could imply that the relationship formed
between ICO and Yorda throughout the game via gameplay
mechanics, control and play is a form of emotion rhetoric.
By this I mean that
the procedural rhetoric is presented emotionally though the relationship
between ICO, Yorda AND the player. This relationship
causes the player feel empathy towards the characters and, via play, the player
feels responsible for progressing through the game ensuring the safety of the
characters, particularly Yorda as the player assumes the role of ICO.
Remo’s Conclusion
“But gameplay
is a powerful tool, able to immerse and engage the player in a way
that is unique among entertainment forms. Compelling gameplay
does stand alone, but it can also be used to amplify
or even largely deliver meaningful subtext that can enrich or enlighten a
player - or just provide a different kind of fun.”
I couldn’t have found
a better or more relevant quote for my topic :D
Remo hits the nail on the
head when stating that gameplay is a powerful tool which can be used to immerse
and engage the player. However, when paired with a game that has an interesting
sub text, deeper narrative or alternative story, gameplay via play in video
games becomes an incredibly unique and compelling medium to convey these sub
texts.
I think the point that Reno makes about
how gameplay, and video games as a medium, can be an incredibly ample method of
delivering meaningful sub texts is insightful and interesting. He
suggests that through play, the player can becomes enlightened from being
exposed to the sub text.
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