
|
|
|
In the excellent Canadian horror movie Pontypool, three radio station workers are besieged by an mostly unseen infected horde. Simply put, it’s a zombie film sans the zombies and seen from the viewpoint of arbitrary characters. Though, the real genius lies in the film’s tagline, “Shut Up or Die”, which won’t be explained for the sake of a great twist. Low budget filmmaking is not always the greatest, but by being on a shoestring, restrictions create intuitive thinking. Pontypool succeeds through its emphasis on audio and character interactions to build tension, shifting focus away from the obvious and offering inspired subtext in its place. So, how is it that we don’t see besiegement, as with Pontypool, playing a prominent role videogames? Imagine a videogame scenario where you’re having an ordinary day at work at a similar radio station. You’re taking in messages, reporting the news in your own way, antagonising your indifferent staff, but then the newswire breaks some story about something odd downtown. As the situation becomes less about your job and more about survival, you’re required to hold the fort and keep listeners informed. At least until rescue arrives. Half Life’s opening minutes start in similar fashion with the mundane, yet opens up on a large scale when the aliens appear. Most of the time, Gordon Freeman is breaking in to places and being used by other scientists to complete their objectives.
What’s wonderful about Pontypool is that the main character, shock-jock Grant Mazzy, is morally ambiguous when it comes to decision making. He’s an intelligent, cynical, burnout that cares for the lives of his staff, Sydney and Laurel-Ann. However, when it comes to the dirty work, he’s reluctant to get involved, unless it’s personally beneficial. He’s the perfect cinematic counterpart of today’s generation of player protagonists. Essentially, videogame morals are inconsequential forced situations where your decisions boil down to you, as a player and not a character, reaching your real objective – the ending cutscene. Fallout: New Vegas prides itself on the Machiavellian nature of participants. It has morality tales, but the consequences are justified and lack hypocrisy, even though the end results are predetermined by design. With a confined space and a Machiavellian participant, the main crux of a besiegement would come from your interactions with fellow survivors. Given the freedom of your tiny world, you have to rely on these people; crassly using their skills to their irritation or helping out for everyone’s benefit. Let’s say you needed windows boarded, an area of reconnaissance and a generator refuelled; you wouldn’t need to do all those things yourself. In a nutshell, it’s improvised micro-management.
Cinema has had its fair share of besiegement, with famous iterations like Assault on Precinct 13, Rio Bravo and Night of the Living Dead; all relying on a tense/release dynamic in their pacing. Let’s not forget real life situations like The Alamo or Pavlov’s House at the Battle of Stalingrad. As military shooters like Operation Flashpoint supposedly aim for increased realism, it’s interesting to find that, because of a reliance on constant player stimulation and strategic objectives, the scenarios are large scale and always “On Mission”. Very rarely do we see something like the documentary Restrepo, though with good reason. When videogames have these lock down moments, they’re primarily about the instant gratification, as we’ve seen with any number of survival horrors and Left 4 Dead finales. Admittedly, Dead Rising wouldn’t be half as engaging if it lacked reasons to explore and it shares the same reasons why the claustrophobic cabin in Evil Dead: Hail to the King featured so briefly. So, the technical problem of creating such a videogame might be entirely down to scripting and engagement. Eventually, you’re juggling one factor with the other, since there are all kinds of implications with timelines and multiple consequences. Thus, there’s an inclination to heavily script one factor to allow the freedom of another. Problems aside, you might be wondering why a videogame like this doesn’t exist. Yet, in a way, it did.
Sentient was a real-time, dialogue heavy, sci-fi adventure set on a doomed space station. Personally, it wasn’t an enjoyable title; with the distinct memory of an Official Playstation Magazine reviewer comparing it to a chess board, where all the pieces moved independently. Sentient exemplified what happens when too many ideas in confined spaces are given free reign. It had potential, but whether it was down technology restrictions or cumbersome design choices, it was a case of too many cooks spoiling the broth. It all boils down to idealism versus realism. Even the most simplest of ideas can become complicated under development time and costs; each exploration opening up endless new avenues. Still, that doesn’t mean you should curtail everything involved or create a mod campaign with an SDK. The tools and inspirations are out there.
Videogames easily identifies itself with blockbuster cinema, from budget to spectacle, so you wonder why most developers negate independent ideas. Grasshopper Manufacture experimented with low budget voyeuristic horror in Michigan, borrowing elements from The Blair Witch Project in the process. Of course, it’s still emulation without subtext on a smaller scale, but they decided to assimilate intuitive filmmaking into their own left-field idea. Tower Defence videogames are addictive, but they lack emotional substance and engagement beyond stats and upgrades. If you’ve ever played The Last Stand 2, you’re already aware of it adding micro-management to the original’s premise. As of now, despite many moments of being holed up in terrible situations, in war, horror or sci-fi, we’ve yet to see the potential of true survival instinct.
|
|
|
|
Post a comment! You can also post a photo below:
|
Comment with FacebookClick connect and comment instantly! |
Comment with Dtoid
New? SIGN UP - it takes 5 seconds |
Comments policy
Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?
Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

Follow
RSS
Contact
The 'lone wolf' strategy is effective, but it's old. I have played too many shooters in which I single-handedly appear to defeat the Nazi forces. I want to be able to rely on my squadmates; I don't want to have to lead the charge while they simply lag behind and squeeze off the occasional round. In a horror game, the player's reliance on his/her teammates would really add a palpable level of tension, especially if those teammates were well-developed characters who I could empathise with and care about.
...and I'm off on tangents now! Great blog... interesting thoughts!
I think its interesting that the "Survive this many waves of enemies before time runs out" gameplay element is more often used in other genres than FPS games. I think CoD WaW picked up on how interesting this element is in their multiplayer modes, but I'm always seeing it in RPGs. Mass Effect had them. Warcraft 3 had them. It's pretty odd that we're only starting to see them push in to the genre now.
I think we will get there. There's a focus on narrative in bigger titles that was once reserved for niche titles. The technology is allowing for more creative expression. It'll take time but I have faith that games will get there.
On the idea of besiegement, I would love a game that really emphasizes the down time. People bursting into tears. Talking about their lives and regrets and loves. Maybe even someone killing themselves. Show their fear, not just in a sound byte format but let them talk. Would make the attack and any subsequent deaths that much heavier.
A lot of games pride themselves on exploration, unique settings, and varried environments. A game about besiefement would naturally take place in a very limited area. Rather than environmental exploration you could have character exploration. A chance to really get to know and understand the characters involved in the situation. It would take some fantastic writing.
Maybe make the game fairly short and encourage multiple playthroughs. Kind of an exploration on all the various ways a disaster could go down.
@Occams
That is a cool idea. I love the notion of multiplayer gaming being used to explore elements of trust and uncertainty, but so far those efforts have not progressed too far. I remember when Kane and Lynch touted their hiest mode where players could bump each other off for a larger haul, or one player was secretly an undercover cop. As far as I understand multiplayer in that game was mostly just an exercise in frustration than a fun exploration of trust and betrayal.
I wonder if in a The Thing kind of set up, if the goal was to get away with as many players surviving as possible if that could work out.
I would love to play some of the videogames you've created in your head. Brilliant stuff, my man.
@Occam
"On the idea of besiegement, I would love a game that really emphasizes the down time. People bursting into tears. Talking about their lives and regrets and loves. Maybe even someone killing themselves."
I was meandering through some trees in Red Dead Redemption when I stumbled upon a woman grieving over her fallen husband. I stood back and watched for a bit as she cried, and pounded on his chest, and just as I started to walk toward her (so I could kidnap her and tie her to the nearby train tracks, obviously), she slowly pulled out a gun, cocked it, and shot herself in the head.
It was one of the most real and moving "down time" moments I've ever witnessed in a videogame, and one that I surely won't forget any time soon.
Besiegment games have been done well in boardgame fashion - many of which are co-operative - with multiple players working to staunch outside forces (e.g., diseases in Pandemic, zombies in Mall of Horror).
I`d put Missle Command as a good besiegment game, though.
@Elsa: I was actually going to write about all that, but I was trying to keep the word count down! That's exactly what I want to see from this idea. Trust and different relationships under duress...but, is the ending determined by your actions and other survivors deaths, or is it played out by scripting? If so, is it a real time game or do certain events happen regardless and time automatically skips?
This is why I don't develop games!
@Mana: Yeah, I loved that Aliens moment on Noveria in Mass Effect. I was a little gutted that you were sent out on errands, rather than helping everyone with tactics, al a Ripley with the colony map. Sure, the main arc was far more important, but that med-lab hinted at some very different potential.
@Occams: I think I mentioned or alluded to that in this blog. It would be cool to have an online game like that, but there'd have to be restrictions because, as Kane & Lynch 2's Undercover Cop mode proved, people just like to team up, exploit the rules and wipe everybody out. It would need objectives where everybody had an essential skill or something.
Also, you always witness people breaking down in Half Life 2, but I never understand why you can't console them or get a response. Instead, you silently stare at them like a bug-eyed weirdo, from their perspective anyway.
@Wrench: It would take fantastic writing to flesh these people out to sympathetic levels, but I also believe if you just stick to opposite archetypes, then the drama writes itself. I agree that you would be looking at minimal hours play. There's only so much you can heap on the player, until it's like the ending to Dog Soldiers, in so much time. The emphasis would be on who survived by your actions.
@Dixon: Hey, wait until you hear about my Vietnam game where you just smoke heroin for hours. Right at the end, you're suddenly blown up in a mortar attack...but it'll be trippy and you can call it art. It's gonna be huuuuuge!
I think that scene you mentioned was in Undead Nightmare. Not 100% sure, but I remember I was going to help them out and as I walked up, they pulled the trigger. Which must have freaked me out because I hit Dead Eye and saw whole sorry affair finish off in slow-mo. I blame those goddamn cougars for putting me on edge.
@Gnarley: Well, co-op sort of lacks that scripted emotional narrative, though not engagement from peers. That's not to say it couldn't be done because of Left 4 Dead's approach with the characters. I guess that's more to do with you being engaged as a gamer rather than emotional investment of being a passive viewer, though.
I don't know why, but I'm reminded of a "Missile Command: The Movie" gag and I can't remember what that's from.
@Beyamor: Wow, no pressure then?! Also, faps are like tips for me. Though, I only ever really need five to get on the toolbar, I'm a starving artist and I've got a bad knee...and Tiny Tim might not make it to Christmas this year. So *shakes can with loose change* every little helps. ;)
Might check out some of these flicks too.
In a little know PS2 RPG called Legaia 2: Dual Saga, I got stuck in the middle of the game, some part in a sewer under some castle you were supposed to escape from. There was a puzzle I couldn't figure out. I kept trying to find a solution, I refused to give up. After a year, being stuck in the same place actually created tension between me and my brother. We almost got in a fight because of it, he kept telling to stop trying to finish an impossible game, but I refused to listen. We even started yelling at each other, being stuck in those sewers for so long actually drove us mad. It's still one of the weirdest gaming memories I have.
By the way, I do the same thing as beyamor. I just read "Stevi" and without a second though, I fap and click on the link. You're one of the first blogs I read when I first began visiting Dtoid. I've loved everything you've done. And I still chuckle from the Dennis Hopper stuff.
Thanks for that link to the "Consoling Couple". Half-Life is my favorite series, and I even I missed some of their appearances!
And you could be right about the Undead Nightmare thing. I'm almost always drunk.
I had a weird thought with that link. Can you imagine a videogame based on a William S. Burrough novel? Jeeeesus!
@Wolfy: That's a really nice comment to read. I mean the last bit not the fighting your brother bit. I find it weird that people would stick around because of me. It's cool, but that's a strange new one! Ha! Thank you.
So...are you DENNIS HOPPER?!