There is currently a lot of commotion about how L4D makes for some memorable video-
game stories. On the other side of the chasm, there is a group of people who feel betrayed
by Valve's overly simple shooter. It's comprehensible: On the surface L4D presents itself
as a shooter with a simple premise (Zombies), some neat (but not exactly worldshaking)
coop mechanisms and a serious lack of content. In this blog post I try to shed light on the
cause this divide, why L4D is to some a delightful pleasure and to others just an
overpriced, repetitive mod.
Most shooters up to today confront the player with only two modes of actorship (dead or
alive, off or on), but L4D introduces new modes in between this binary. There are in total 5
different potencies your character can be in: full health, slowed down, bleeding, dying
(black and white screen) and prone/hanging off a roof. Where in most FPS you can be
killed by a single rocket, these different modes are accompanied by a damage system
which confronts you quite plainly with your decaying life. This highly aware state of
your character slowly dying away, affects the relationship to your digital alter ego and
introduces a new quality of emotion to multiplayer FPS: hope. New hope comes along with
his friend new immersion and results in a higher emotional investment. It is important to
see this hope related to the potential agency of your character: The experience is
strongest when you're lying completely powerless on the ground and hope is virtually the
only thing remaining in your arsenal of participation. When a tank rampages through your
team, one teammate hastily limping away, another pinned down by a hunter, and you
yourself are hanging off a cliff, you find yourself HOPING to survive, however small the
chances are. Thus you are emotionally investing in a game, which will finally result in a
lasting impression.
Thanks to a clever deployment of player death, L4D excels in another part, which also
adds to the experience: The creation of group cohesion. If you have the pleasure of not
being placed in a group with complete morons, you can quite quickly observe how the fate
of the singular player fades in front of a greater goal: survival of the group as an entity
transcending the singular body. This shift in your concentration from the achievement of
your puny single player goals to the greater good, amplifies the emergence of hope. Even if
you will fall down, even if you will die, you hope at least SOMEONE will see the end
(knowing you also contributed to it).
Keeping these two concepts in mind: The emergence of hope, and its direction towards a
greater goal, it is easy to see why some people “just don't get it”. If you're playing L4D
alone, on a too low difficulty setting, a group of people who randomly swarms out in
different directions or with the simple intention to just other players in the nats – you will
soon find yourself confronted with a well made but repetitive shooter lacking content. But if
you open a bottle of beer and are willing to fight for your life, your teammates and finally
the good of humanity, you will be in for a wild ride.
As for your actual words, I think you make a good point, and if you intersperse that point with a couple of l4d screenshots, more people might stop by to talk about it.
Good write tho.
Hope? Yeah, I hadn't considered that, but on reflection, you're right. It is a major factor of the enjoyment. The only problem with hope is that it is draining - you get tired of hoping and not having it fulfilled.
Next time your playing look at things like the camp fire at the start of Blood Harvest or the writing on the walls at the church, or even how the map intersects itself so you see glimpses of where your going.
Finally listen to the developer commentary, its very insightful and will show you just how much love and skill went into this game.
Even though this wasn't really an intro :D