Random thoughts on game perspective and other thoughts
September 18th, 2007
So, its been a while since I posted about RE4, mostly because work and working on games has gotten in the way.
But, I had two interesting ideas, one that’s not really unique and one perhaps that is.
First, the non-unique one, my thoughts on the game’s perspective. RE4 is an over-the shoulder 3rd-person game. While this provides for easy navigation, it doesn’t quite give the player a feeling of total immersion. Compared to an FPS, say Half-Life, the game is not as much of a simulator. And, speaking of Half-life, I think its interesting to note just how well that game does simulate the life of Gordan Freeman. There’s Zero cut-scenes in the game which show his body, compared to a game like Metriod Prime, which is a simulation for certain parts, and for the story parts removes the player from Samus to show part of the story. I think that disassociation during the non-interactive parts is jarring, but it feels natural for RE4, since the player is never really playing as the character, they are just controlling him. What is interesting also is games like Max Payne which clearly separate the player from the character and also give them inner-thoughts as voice-overs, thus creating an intimate link to the character despite non-simulation-style-view.
While I think the perspective stuff is worthwhile, it just seems like a million people would have come to the same conclusion, so I’ll move along to what I think might be more unique.
At some point in RE4, the player will come across a shooting gallery…that moment made me realize what the overall gameplay of RE4 is, essentially the game is a moving Shooting Gallery. This is enforced by how the player needs to stop-aim-shoot, unlike other 3rd person games like Max Payne. This analogy seems interesting when viewed in contrast to the survival-horror theme of the game. Why? I think of shooting galleries as a safe place, a non-threatening venue to practice one’s shooting skills. The targets don’t shoot back, they don’t even come after you. But RE4 hearkens back to an era where “shooting galleries” did pose a real threat…that is the Wild West. Many shoot out sequences in the game bring about a wild-west-shootout feeling for this very reason. Cover isn’t very useful, because things are coming at you. Essentially, the player has no choice but to enter into constant show-downs with whatever beasties are coming at them. This game mechanic ties back to the themes of isolation, fear, urgency I wrote about previously. Had the game been set in a Science-Fiction-invasion-of-the-giant-bugs-corny setting, the mechanic would have failed to match, and the game probably would not resonate so well with gamers.
So, I must applaud the authors for such a pairing, the constant show-down mechanic really does achieve a constant sense of fear in the player but still allowing them moments of exploration.
Now, does anyone out there have any thoughts about this?
6 Comments Add your own
1. Joyce | October 11th, 2007 at 6:56 pm
This game analysis surprises me in that it is is so deeply philosophical in nature. I am not a gamer, never played RE4, and am reading the blog for other reasons, one being that I am considering blogging and trying to discover an approach.
I never expected that the underlying ideas of gaming would have universal applications, but I am finding that here, along with just good writing!
I can’t imagine why the producers of RE4 have not advertised on the site once they got wind of your review. You also bring to mind the war in Iraq and the constant threat the military feels every day.
2. RohoMech | October 11th, 2007 at 9:10 pm
Joyce –
Cool! I’m glad you like the post, I’m kind of surprised you stumbled onto our blog without having any interest in games. I was hoping these posts on RE4 would induce exactly the reaction you had, so I’m thankful for your comment
Well, RE4 is about 3 years old, I was playing a re-released version, so I doubt the producers would really care about my posts at the moment
Good luck with your blog and thanks for commenting!
3. Impossible | October 12th, 2007 at 1:10 am
Hi mom! Thanks for the comment. You should start an art blog. Our blog is mainly a soap box and a game design idea show case, its very informal (usually). Some people are very serious about their blogging and consistently write very high quality material. Its another approach.
4. Frank 2.0 | October 19th, 2007 at 10:12 pm
Rohit, I think you’re reading too much into video games again. RE4 probably wouldn’t be very engaging or fun unless the player was faced with constant show-downs.
Also, I think you still owe me a few beers. There’s at least three that come to mind.
5. RohoMech | October 20th, 2007 at 10:09 am
Oh Frank, I’m just trying to expand your mind, you’re supposed explore new things, and video games are certainly going be a large part of interactive story-telling in the future. Not only that, they are the evolution of artwork and entertainment, so…you might as well join the revolution now.
But yea, the constant-showdown nature of the game helps increase the fun, the pacing of the encounters is very important too, since the player does encounter some puzzles, some of which happen while being shot at, while other more difficult ones are done in places devoid of enemies.
6. Frank 2.0 | October 20th, 2007 at 1:03 pm
True, I see your point. Let’s just agree to disagree.
But you still owe me those three beers.
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