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Breaking the fourth wall: where player meets game photo

Internet surfing can be a surreal, meandering adventure sometimes; personally, I always end up on Wikipedia for a quick look-up, and then end up spending too much time reading articles that link to the articles that link to those that were linked in the original entry.

Anyway, I stumbled upon this list of videogames that break the fourth wall. The Wiki Gods have deemed it needs a complete rewrite -- gasp! Ha ha, if you wrote that, you FAILED. But anyway, it lists a whole bunch of games that suspend the pretense of fantasy temporarily in order to engage with the player, or to otherwise indicate that (lest you forget) you are, in fact, playing a videogame. This can be anything from a vanity blip by the game development team -- say, sneaking into a crack in the map in Duke Nukem, only to be told by Levellord that "you're not supposed to be here," -- to more elaborate stuff, like the freak-tastic devices surrounding Psycho Mantis in Metal Gear. I mean, METAL GEAR ... !

Let's talk; let's chat. I'm casual, approachable and mainstream that way. I'm on the Internet! That must mean I'm cool, right? So hit the jump for more confab! 

I promise it's not a love-fantasy treatise about Big Boss ... this time. 

Technically, the Wikipedia list could be a lot longer -- how many times have you been saving the world, only to encounter a character who instructs you to "press square to..."? That sort of thing is probably unavoidable, though; the most effective way to learn to play a game is through tutorials, and the most unobtrusive way to present a tutorial is to try and embed it in the game -- like a battle arena that teaches the combat system, or a wise sage-type NPC who spouts instruction on what to press to interact in the environment.

Even when you're accustomed to and expecting that element to crop up, at least early in gameplay, it can sometimes be if not jarring, just slightly disappointing -- an interruption of a willful immersion in an interactive unreality, depending, of course, on the game. I have this fantasy of an entire gaming package, where the game itself comes with a fab story book, or little artifacts or cards or something that, through indirect analogy, provides enough clues to the players that they can essentially explore, themselves, how to play. Seems to me they used to do this, to some extent, but I'd really like to see it done all-out in the modern day, making using the game as much an adventure as playing it.

One of the things I liked best "Back in the Day" was that many of the games I played on my Apple IIe were fairly clapboard affairs; the accompanying literature was often word salad, or so it seemed to my unsophisticated little baby mind. I was also spoon-raised on Mac freeware, point-and-click adventures that were largely buggy or entirely incomplete, entries in competitions, perhaps, that their designers never expected anyone to play with extensively. Nowadays, I wouldn't tolerate such a thing for a minute, let alone for years, and neither would anyone else in the audience. But back then, it was an adventure -- figuring out HOW to play, how to play around the bugs, and whether you could think of something that the game hadn't, was probably more than half of the fun. Every new game was a blank slate, and I had a vested interest in teaching myself its ins and outs so that I could make good use of the experience. To this day, I'm not habituated to reading manuals, and prefer to stubbornly fumble my way through the beginning stages of a new game. It bewilders anyone who plays with me -- but hey, the game's gonna tell me how to play in a little while, aren't they? 

When Hotel Dusk: Room 215 came out, I reviewed it for Paste. I was kinda divided about it; it was too easy, too linear, and too slow. But it was also fantastically drawn, endearing and innovative. The best part was the use of the DS's touch screen, microphone, and even its hinge. You'd be confronted with a screen of objects, and then have to figure out how to manipulate them to achieve the goal. Sometimes doing the obvious -- tapping away with the stylus -- was utterly useless; you might have to use intuitive logic and blow into the microphone, or actually close the DS to flip over a jigsaw puzzle from one screen to the other. That the latter info is actually a spoiler, though, is an example of why I wish this game was as strong as it could have been. But the fact that, without explanation, I was confronted with how to best handle a situation through trial and error was one of the things I liked best.

hoteldusk

I think that there's a time and place where it's useful to break the fourth wall to create gameplay (not just to train the player). This article in the Escapist by Wired's Susan Arendt discusses Evidence: The Last Ritual, where players tracking a serial killer actually get helpful (or haunting) emails from story characters, as well as other similar games that, for example, have you use the Internet to search for clues to the next stage. I'm sure I tried things like this a few years back; without remembering many specifics, I seem to recall they didn't work very well -- elements that were supposed to be intuitive felt manufactured and heavy-handed. But I'd definitely like to see games continue to explore how to best use the barrier between player and game, whether that means building a seamless iron curtain, or an effective transparency.

So what about you? Got an experience of broken-fourth-wall that made you go, "Whoa?" Think it should be pursued, or avoided? What are your ideas for connecting the player with the game? 








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23 comments | showing # 1 to 23
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BFeld13's Avatar - Comment posted on 06/26/2007 20:14
BFeld13
*Spoiler*

When I found out that you could tilt the screen in Hotel Dusk to see the invisible ink, I think I lost control of my bowels. It was that awesome.
Jim Sterling's Avatar - Comment posted on 06/26/2007 20:18
Jim Sterling
On the subject of broken fourth walls, FUCK that whole "her number's on the back of the CD case" puzzle in MGS. Fuck that to hell.
BlackDove's Avatar - Comment posted on 06/26/2007 20:20
BlackDove
Her number's on the back of the CD case to prevent your ass from pirating the game. Sort of a CD Key check done awesome.

That was... when the internets weren't so common, that everyone could load up a guide and just read what it was.
David Houghton 's Avatar - Comment posted on 06/26/2007 20:24
David Houghton
I'm all for this sort of thing if it's done well. With the technology we've got now, the potential is amazing if it's designed with enough care and imagination. Whether you want to go Brechtian Verfremdung and play around with gaming conventions, or go the other way and use controllers, peripherals, and online content to existentially befuddle the player, there's some great stuff you can do with the concept. I miss all those games in the '80s and early '90s that came with all kinds of random cool things in the box like real world treasure maps.
David Houghton 's Avatar - Comment posted on 06/26/2007 20:26
David Houghton
But yeah, the MGS thing did nearly make me hunt down Kojima with murder on my mind. Less of that sort of thing.
Tron Knotts's Avatar - Comment posted on 06/26/2007 20:33
Tron Knotts
More importantly, what is word salad to you?

To me, it' swhen one of my patients improves in a way that Robin Williams could only dream of.
David Houghton 's Avatar - Comment posted on 06/26/2007 20:41
David Houghton
Yeah, early home computer gaming was packed with the stuff. I loved it. I really miss it since game packaging became standardized. There was even that adventure game where if you completed it, you got clues to the location of some actual treasure or a trophy the developers had buried somewhere in the country (Sorry, my memory is hazy by this point). That sort of stuff was great.
Risky's Avatar - Comment posted on 06/26/2007 20:47
Risky
They forgot Roadkills ending in Twisted Metal 2
Tino's Avatar - Comment posted on 06/26/2007 20:47
Tino
Did you guys play trace memory at all? The puzzle with the picture frame?
bvicarious's Avatar - Comment posted on 06/26/2007 21:08
bvicarious
Seeing John Romero's disembodied head in the last level of Doom 2 kinda freaked me out.
Ajaw15's Avatar - Comment posted on 06/26/2007 21:12
Ajaw15
I remember in Secret Of Evermore for the snes there was this crazy guy with a beard ranting in this marketplace. if you talked to him enough times he'd go on about how the whole world is a program and how everything is controlled by a "player" I got a kick out of that when i was a wee chile.
David Houghton 's Avatar - Comment posted on 06/26/2007 21:24
David Houghton
TheMartino: Yeah, I did. It's a good little game, if incredibly short. It makes use of a load of this stuff, from the puzzles to the fact that the main character using a thinly disguised DS and cartridges is integral to the plot.

It does it quite nicely, using the technique to both break the fourth wall by emphasising the gaming technology in the players hands and making the game more immersive by including that technology in the gameplay. I'm quite a fan of it.
Mikecirca1980's Avatar - Comment posted on 06/26/2007 21:48
Mikecirca1980
That kinda reminds me of X-Men on the genesis. There was this stage where it tells you to reset the computer. I didn't figure out until later that I was supposed to hit the reset button on the console. Oh and that damn radio code in Star Tropics.
AKK's Avatar - Comment posted on 06/26/2007 21:52
AKK
When it comes to breaking the fourth wall, nothing beats Contact. That game obliterates the fourth wall from the time you turn that game on to the time it ends.

Also, I agree with Jim. That puzzle pissed me off. I needed to look up a guide to figure out what the fucking "package" he was talking about was.

Bastards.
Faith's Avatar - Comment posted on 06/26/2007 22:12
Faith
There was this internet game called Majestic and you got to play the first couple of levels for free but then had to pay for it but it was really cool.

It was a spy game that had you using your email, cellphone #, AIM account and internet to gain information to solve cases. People would actually contact you on AIM or your phone at all times of the day and people sent you emails. They even setup fake websites to help you find information for the case.

I was beyond cool having some scary voice call you and give you some deep dark information about how enemy was watching. Very 4th wall
R0xx1t's Avatar - Comment posted on 06/26/2007 22:49
R0xx1t
Best Break of the Fourth Wall: Deadpool.
BFeld13's Avatar - Comment posted on 06/26/2007 23:04
BFeld13
Not related to gaming, but the canceled-too-soon series Arrested Development frequently broke the fourth wall. That show was genius.
Ritalin Twitch's Avatar - Comment posted on 06/26/2007 23:10
Ritalin Twitch
Eternal Darkness had some of the best fourth wall breaks I think I've seen. The bit where the game says "Hey, lets make it look like we're erasing all the save games" was probably one of the best. Nothing like faking a hardware meltdown to scare the pants off of a gamer.
bvicarious's Avatar - Comment posted on 06/26/2007 23:18
bvicarious
I accidentally broke the fourth wall with my wiimote.
Joseph Leray's Avatar - Comment posted on 06/27/2007 04:24
Joseph Leray
@Ritalin Twitch -- that's what I was going to say.
Tino's Avatar - Comment posted on 06/27/2007 07:17
Tino
R0xx1t:

I agree. Deadpool was the greatest break of the 4th wall.


Samit Sarkar's Avatar - Comment posted on 06/27/2007 19:47
Samit Sarkar
I shudder to think of all the hours I’ve spent on Wikipedia just browsing through random articles, clicking on random terms that are wikilinked within an article.

For example, I’m going to start with the PlayStation 3 article (it’s one that I’ve done extensive work on), and then do a ‘Six Degrees of Kevin Bacon’ sorta thing:

1. United States dollar
2. Richard Nixon
3. Manhattan
4. Compressed natural gas (CNG)
5. North America
6. John Cabot

From PlayStation 3 to John Cabot in just six clicks...amazing, isn’t it?
Samit Sarkar's Avatar - Comment posted on 06/28/2007 04:49
Samit Sarkar
Er...the link to CNG doesn’t work, so let’s try again:

4. Compressed natural gas (CNG)
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