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I, the Author: My Everest photo

[It's time for another Monthly Musing -- the monthly community blog theme that provides readers with a chance to get their articles and discussions printed on the frontpage. -- CTZ]

When searching for strong narrative, the last place that any gamer would look is in a racing game. The player’s many laps around a track leave little place for the development of a story, characters, or personal experiences. Though you, as a racer, might gain a fortune, purchase new cars, and eventually win the most prestigious race out there, the stories that you tell about your experiences will likely be identical to those told by thousands of other players.

This, however, is not one of those occasions. This was not a matter of finding my way to the finish line. This was my Everest.


It all began in the winter of 2000. I had just received a PlayStation 2 as a Christmas gift, and along with it came Midnight Club: Street Racing. A strange breed of racing game to me, as it essentially threw me into a car, dropped me in New York City, and let me drive around like an asshole. And boy did I ever. Rather than enter into races around the city, I chose to drive as fast as possible into buildings. Instead of rising in the ranks of the game’s underground car club, I rose to the top of the highest building only to see my car fly over the cityscape.

Sure, I played the game the right way for a while. I found as many races as possible, if only to try to unlock faster, more insane cars. But I quickly grew bored with the core game. Racing around New York was OK, sure, but I wasn’t going to allow the game to tell me where to go anymore. Controller in hand, I abandoned what the game wanted me to do and instead created my own game.

And my game was awesome.

It started in split-screen multiplayer with a friend. Rather than race, my buddy just wanted to drive. So, fuck it, we drove. We would find the longest stretch of road, start at opposite ends, and drive headfirst into one another. The sheer number of times that we repeated this action is quite frankly astonishing, as the result was never very interesting -- after all, this wasn’t Burnout. Still, we sought out longer and longer stretches of road, hoping to set up the most incredible crash the world had ever seen.

In our travels throughout this pixilated New York, we began to find more and more to do. Ridiculous building designs allowed us to climb to the top of even the highest structure and simply launch ourselves off. And climb we did, hoping each time to get that extra mile per hour that would give us an even more amazing flight. We would set up car targets, hoping that player 1 might be able to land right on top of player 2. Some days, we’d just drive through buildings. Others, we’d just tear ass around the city with no goal in mind whatsoever.

Then, there was the aircraft carrier, and it changed everything.


“What’s up with that aircraft carrier?” I asked at one point. My buddy had no answer. It was just there, floating at the edge of the game world, seemingly with no function at all. Yet if my time with the game had taught me one thing, it was the fact that everything had its role. I quickly began to believe that this aircraft carrier wasn’t just scenery. It was reachable. It was conquerable. And I would conquer it.

This proved to be incredibly difficult. For one, the aircraft carrier had a fairly small opening onto its lower deck. To make matters worse, the access point to the aircraft carrier, which in this case happened to be a narrow ramp, gave you a very small chance of actually landing where you wanted to go. But most troubling of all was the fact that I drove like an armless monkey, smashing into walls on my way to the ramp, and hurtling into the side of the aircraft carrier time and time again.

But despite the utter inanity of my repeated attempts, I couldn’t stop. It became an obsession. It became the entirety of the game. Racing just wasn’t the point anymore: all that mattered was the aircraft carrier. I returned to the main game, winning races and unlocking new cars for the sole purpose of finding the beast that would allow me access to that god-forsaken aircraft carrier.


Perhaps it’s fitting that the last memory that I have of that game was the moment in which I finally achieved what I had begun to view as impossible. I chose the fastest car that I owned. The approach was straight. My speed was as high as it could possibly be. My takeoff was right on the money. At long last, I watched my car touch down on the surface of that dammed aircraft carrier. I’m a little fuzzy on the details at this point, but I’m pretty sure that balloons and streamers fell from the ceiling, and a stripper jumped out of a cake.

It was an achievement unlike any other that I had previously experienced in a videogame. On one hand, it was entirely hollow: there was no good reason for me to visit this location, as the game’s programming hadn’t asked me to. At the same time, it was my own personal achievement: something that I had resolved in my mind to do, and that felt damn good once I finally did it.

Though I may be using narrative in the loosest sense possible, a story definitely emerged from my time with this open-world racing game. In many ways, it’s a classic quest story. The aircraft carrier became the object of my desire, and I went through hell to get to it. My friend and I became the sole characters in this narrative (unless the aircraft carrier itself is counted). If you really want to stretch it, there’s even rising and falling action, a climax, and all of the requisite elements of a story.

Compared to the richly developed characterization of Grand Theft Auto IV or the epic journey of Mass Effect, the story of my quest to launch a car onto an aircraft carrier seems silly. However, in the realm of memorable experiences, this ranks surprisingly highly, and certainly speaks to the power of the narratives that we, the players, create ourselves, especially when we’ve given very little groundwork to start with.

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19 comments | showing # 1 to 19

Elsa's Avatar - Comment posted on 07/10/2009 15:48
Elsa
That was awesome!! I'm so glad you finally did make it onto the aircraft carrier... because while defeat is part of gaming... persistence should pay off for a happy ending! :)
Magnalon's Avatar - Comment posted on 07/10/2009 15:59
Magnalon
This reminds me of the many silly "epic" made-up quests I had while gaming over the years, that many would just shrug their shoulders to. It's little nuances like these that really make gaming shine as a medium. Nice write up! Front page :D
walkyourpath's Avatar - Comment posted on 07/10/2009 16:25
walkyourpath
Great write up! Enjoyed the read and the layout.

It seems that just like with many things, games take on a greater level of fun and narrative when the player has a high level of creativity and imagination. And stubborness, too, it seems! :)
Zodiac Eclipse's Avatar - Comment posted on 07/10/2009 20:55
Zodiac Eclipse
Finally I can understand why people like racing games. Seriously though, this was great and I'm glad that you were able to construct a story out of something so seemingly linear and dull. I like to think you made yourself a paper trophy and carried it around for the rest of the year. Don't correct me if I'm wrong, the visual is priceless.
kauza's Avatar - Comment posted on 07/11/2009 00:40
kauza
Thanks to all for the comments!

@Zodiac: Actually, I threw myself a huge paper parade, complete with a paper trophy, paper crown, paper throne, and paper...uh...confetti.
Blasto's Avatar - Comment posted on 07/11/2009 19:01
Blasto
Holy cow, sorry I'm late :)

Dude, I swear to you, this description of your experience exactly mirrors mine! MC was the first PS2 game I bought when I got my PS2 a month after launch. I freaking loved that game, it was so amazing at the time. And I had forgotten my aircraft carrier exploits, until just now...*drifts off into reminiscence*

Bless you, good sir <3
kauza's Avatar - Comment posted on 07/11/2009 23:12
kauza
@Blasto: That's awesome! I'm glad to hear that I was not alone in my struggle. Makes it that much more meaningful :)
Monodi's Avatar - Comment posted on 07/15/2009 19:11
Monodi
The hell? I could swear I left a comment here before.

Anyway, I remember having some of those silly but ambitious objectives in racing games like Mario Kart 64, I remember I insisted in being able to go through Rainbow Road in the other way around, and the huge ramp from the beginning made it almost impossible. Also it was fun to chase the train from Kalimari Desert. Some metagaming like this should be optonal in other racing games.

Good stuff
Puppy Licks's Avatar - Comment posted on 07/15/2009 19:16
Puppy Licks
That reminds me of playing Lost Planet and killing the giant Worm just because I could, it's great to set yourself an insane challenge like that and accomplish it :)
Salt's Avatar - Comment posted on 07/15/2009 19:18
Salt
I feel you man. I remember playing Poke'mon on my Gameboy when I was younger and I remember that all I wanted to do was beat that game with a Pidgey. I would catch one and throw all my other Poke'mon away. You know how long it took to beat the Pewter gym? neither do I. I did it though and I'll never forget all the times I kept that SOB from evolving....Good times.
Laird's Avatar - Comment posted on 07/15/2009 21:42
Laird
'Out of the way! I'm a motorist!'

That was some nice reckless driving indeed.
Batthink's Avatar - Comment posted on 07/16/2009 02:01
Batthink
Brilliant write-up. A fully deserved front page. Well done. :O)
Visc's Avatar - Comment posted on 07/16/2009 05:05
Visc
This is a great article! I have memories of trying something like this in GTA3 with my mate, spending hours and hours trying to get a car onto some roof...
Grasshopper7's Avatar - Comment posted on 07/16/2009 05:57
Grasshopper7
That was great! This is what I think can make games so powerful as narrative devices, but one that is difficult to manipulate by an outside author, like a developer. The stories we create ourselves are often more powerful because of that very reason, we created them. But this makes guiding a story in a particular direction with particular themes more difficult. If/When someone marries all this up perfectly in one narrative experience it''l be a good day.
parsleyboots's Avatar - Comment posted on 07/16/2009 08:42
parsleyboots
I admire your dedication - and that was a great write up. I think your story is also testament to the quality of the game's design; sandbox games need to tease you with goals like this.
Holyetheline's Avatar - Comment posted on 07/16/2009 10:53
Holyetheline
Now I really want to play a racing game. Really really really bad.
Giraffro's Avatar - Comment posted on 07/16/2009 11:22
Giraffro
Great article! From my experiences, most of my attempts to 'do the impossible' ended in failure. I'm sure I've done similar things before, but my memory fails me at the moment.

Me and my brother used to 'race' in Gran Turismo, where we'd start off in different directions and each time we crashed we changed direction. No narrative, but still fun.
Super Mega Hyper's Avatar - Comment posted on 07/16/2009 12:27
Super Mega Hyper
That was a fine read, great write up.

I remember doing something similar in MC 2, which revolved around me and my cousin launching our cars up the glass pyramid thing (in the paris level) and fast as possible and seeing how far we could get them.

Turns out when you unlock the Batmobile, that is very far indeed.
rockydil's Avatar - Comment posted on 07/16/2009 14:03
rockydil
My friends and I used to spend hours in Virtua Fighter 32X trying to ring out each other in the most painful and hilarious ways. Loved those early rag doll physics.
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