Life is complicated....
After nearly 40 hours of gun-blazing, lady-dating- comedy-watching,decison making action, I closed the book on GTA IV. While I wait for more inspiration another Monthly Musing on the subject "If you love it, change it!", I'm going to to discuss the various aspects of GTAIV, specfically, I'm going to try and explain(mostly to myself!) step by step why GTAIV is the most important game released since The Legend Of Zelda:Ocerina Of Time(my personal vote for the greatest game ever made). I'll try to articulate how GTAIV flaws and blemishes in all, is the first real mainstream illustration of Game as Art.
But I'm getting a tad ahead of myself. I want to start with just one thing I love about GTA IV, and go from there.
GTAIV is, (finally), the game that actually understands the best way to offer players a Choice.
Legions of Western RPG's have tried to offer the player "choices" in games, offering the player a greater oppertunity to further interact with their game of choice. However, these games almost always force players to make choices in the realm of morality, and, as such offer such black and white notions of good and evil that the very option of a choice feels disingenuous. Bioware's RPG's in paticuler, are guilty of offering a player such obvious choices: it's a punch to the face to anyone who beleives that(maybe! just maybe!) issues may have some shades of gray. Even last years Bioshock basically ofered you the choice of being a cold- hearted survivor or the salvation of the children. At the time, it was easy to be bambozzled by the frightening effect of the Little Sister's, but after 10-15 hours of making the same choices over and over again, the Little Sister's ceased feeling like a frightening genetic monstrosisty, and started feeling like a mechanic. Choice CANNOT be so black and white, and(most importantly of all) choice cannot let on excatly where the game story is going to end(prime example: if you save the Little Sister's,you get the Good ending. Big Surpise. Wee.)
This is not choice. This is insulting.
GTA presents the player with choices that have NO clear outcomes. Every choice offered to Nico(and, by proxy, to the player) seem to offer no "best choice". Each decision offers a real dilemma, where you cannot even choose "the lesser of two evils": both choices seem so downright ambiguous that you could potentially make the choice with a coin flip. The player has no knowledge of where these choices will lead them, or what these choices mean about the player: they are real choices, offing the player simply a fork in the road, two paths, and no directions. By not offering the player a helping hand as to which choice is "the good one" or "the evil one" players are finally forced to make choices based on their own damn principles....and they may find out which principles are most important to them.
I will provide one such "choice" that paticulerly resonated with me. Keep in mind that if you still intend on going into GTA fresh, this would be considured A MINOR SPOILER. BE WARNED WITH YA BAD SELF.
One of the missions close to the middle to the game has you track down a Russian cadre responsible for funding terrorism. Once Nico has dealt with the man's guards, you have option to kill the man at the end of the mission or not. Doing one or the other will end the mission and earn Nico is payout.
This terrorism funder was unarmed.
He was begging for his life.
He was a terrorist. My mission was to kill him.
For Krishna knows what reason, I didn't execute the man.
He was unarmed, I thought to myself. I had done enough damage in this mission. I "got my point across". But for all of my rationalization, I had revealed to myself my true colors: I would not shoot an opponent who surrendered, and, as a result, I let a man who funded terrorism go on living. Just because he was unarmed.
Did I really do the right thing? Could this character potentially recover from my attack and still fund an assault on civilians? Did I do innocents of the world injustice by not ending a man who could destroy the country?
I had murdered so many others, I told myself. I could let this one live. I wasn't about to kill an unarmed man. I didn't have to.
I justified my decision.
I think Dan Houser(who co-wrote the game) must have, at some point between the development of San Andreas and GTAIV, must have picked up some of the works of quintessential American poet Robert Frost; many of the choices that Nico Bellic makes throughout the course of the game draw perfect parralels to Frost's classic poem The Road Not Taken.
In that poem, the speaker comes across a fork in the road and is forced to make a decision. One of the two paths:
"TWO roads diverged in a yellow wood,
And sorry I could not travel both
And be one traveler, long I stood
And looked down one as far as I could
To where it bent in the undergrowth;"
The speaker of the poem makes a choice, almost arbitrarily. Most importantly, however, he spends the rest of his days justifying his choice, and all the events that resulted from that choice, calling it "The Road Not Taken". It doesn't matter what choice he makes; all that matters is how he justifies it:
"Two roads diverged in a wood, and I—
I took the one less traveled by,
And that has made all the difference"
GTAIV presents Nico with ambiguous choices and lets the player make the final call. It doesn't matter what call the player makes, so long as he or she can, or tries, to truly justify it for themselves.
That is the essence of real choice. GTAIV nails it in a way that no other game can compare.
And that has made all the difference.
Fire and Ice or GTFO.
spoilers!
choices of which friend/employer to kill. It actually took some thought of which one of Dwayne or Playboy to kill, and i didnt want to choose either. Francis vs Derrick was easier, since i hated Francis, the snivelling little prick, but still i had to think about it.
I guess its a testament to how well written, acted, and fleshed out the characters are.
Totally agree with you about how hard it wa sto choose between Dwayne and Playboy, and how easy it was to choose between Francis and Derrick.
Thanks for posting on my blog entry!
Choice A = Good Path. Choice B = Bad Path.
But at the same time, it doesn't seem like the choices I'm making in GTAIV are doing anything at all, other than which annoying "friend" is calling and complaining to me. I've only just unlocked the last island so maybe I'm not far enough to see the repercussions of my choices, but thus far I haven't seen the drug dealer I spared on the roof, or any consequence for blasting peeps in some of the other choices.
Again, maybe I just haven't reached that point, but I think a balance needs to be struck in the realm of virtual choice.
Either way, potent ideas.
I think that not seeing the results of your decisions points to the nature of choice as well! You may never actively see the consequences of your actions, but it’s equally important that you made them AND that you justified those decisions(as opposed to choosing from cookie cutter Good and Evil choices in games).
As for the Drug dealer on the roof, I spared him as well. The moment that was really tragic(and the reason that encounter sticks out when I think about the game) is the call to Francis Mcreary afterwards. He thanks Nico for cleaning up the "mess on the streets" and then(and here's the kicker) he tells Nico that the drug dealer was infamous for announcing that he would renounce his ways, and how the criminal had "renounced his ways" so many times before that a judge could never stick the guy in prison. You spared the drug dealer, as I did. So congratulations to us. We both fell for it.
That moment -effectively a slap in the face for you're good intentions- doesn't truly exist in any other game out there. GTA IV is the game that made choices potent; to allow the player to make decisions that have make us have an alchemical response to virtual situations
You do bring up the choice about the monster alien speices, which I agree was the one really excellent choice in Mass Effect. However, I still think that it still leans on the side of being "an obvious choice". The monster basically tells you you we're right to murder all of her forcibly spawned children, and how SHE feels her species need to contol itself and be at peace.
If you kill it, it basically shows Shepard being a jerk and murdering the creature, whereas the letting the creature go plays the game's inspiration music.
It's still a choice that lays its cards on the table for the player to see, and its the kind of choices that have charectterized Bioware's games since Baulder's Gate.