Let’s Talk Violence In Games
If you’ve been following my writing career, you know I really write about shooters a lot. It is safe for you to assume that I really like violent video games. But lately, I’ve noticed some weird responses to the idea of violence in games, and I wanted to address that. So let’s talk about them for a bit, okay?
Keep reading
I really love this post, especially since it put words to a concept I haven't personally been able to define.
The concept of mechanical drama here gives some added weight and understanding to the relationship between the player and the game for me, and why cutscenes or poor gameplay experiences can damage that relationship.
Simply, cutscenes just don’t provide any sort of mechanical drama at all. There’s no game-related point to them other than moving plot forward in the story or provide extra characterization or whatnot. Without mechanical drama to back it up, I may as well be watching a movie.
When I play a game, I expect there to be a certain level of interactivity between myself and the game. If I’m spending a lot of time sitting around and doing nothing, I’ll watch a movie or something instead. As weird as it may be, certain scenes have more impact when mechanical drama is introduced to them rather than being played through a cutscene. Portal 2 wouldn’t be the same game if you were forced to pull out from your perspective and watch a cutscene for any of it’s more dramatic parts.
Dialogue, too, can bring mechanical drama out. Playing a scene in a game, and having your actions or words in that cutscene can lead to massive player enjoyment. I recall a scene early in Deus Ex: Human revolution where you can try to convince your boss to perform or not perform a plot-relevant action. I felt in control of that scene, and my potential fuck ups felt more real because I was in control.
Metal Gear Rising: Revengance has two examples. At the start of the game you get your arm cut off by your main rival, and you feel like you have no control in that situation. The lack of control is part of the mechanical drama here, and it makes the scene feel that much better than if it were a normal cutscene.
It’s a bit different with a part later in the game. Drama is introduced when you become depressed after being forced to hear the final thoughts of the people you’ve been senselessly and violently murdering the whole time. Unfortunately, you’re given free control and no remote change in mechanical drama happens; until immediately afterward. Then, you become depressed and make it to a scene where you’re not even allowed to move, in order to introduce the stage boss. Honestly, as much as I love the game, this part is a giant cutscene. The only difference is you’re forced into it each playthrough. If it were a cutscene, at least I could skip it.
Other third-person action games suffer from this, too. Lots of games will take some time to show you how badass your protagonist is in a cutscene, despite there being plenty of opportunities for that to be played through in the game itself.
I think a particularly egregious example is the fight that you’re supposed to lose. Most people know the one. It’s a super tough battle that you can barely pass by the skin of your teeth. You’ve tried forever to beat this and now finally, with satisfaction in your heart, the game puts you into a cutscene where . . .
You lose immediately. It’s a huge separation from your accomplishments through mechanical drama and what the story wants, and can leave a player feeling cheated out of something that they worked hard for. It can be done intentionally, but I feel that things like that should be done in the framework of the mechanics, to allow for the player to still feel like there was effort put in to the outcome, rather than the outcome being predetermined and the action just being what you have to do in order to watch the next cutscene.
Having a word for it, it puts into perspective for me what makes games their own experience compared to movies or tv or books. What you do and what you have control over has weight. When you tell stories about playing a game, the framework of the mechanical drama helps make it feel more like a story that you took part in making. Mechanical drama separates a game you tell stories about from a game where you’re told the story.













