I have two stories to tell for this month's musings theme. One is mine, and one belongs to two of my friends. One concerns the time I killed an large number of human beings in a dramatically satisfying way in Far Cry 2. The other is about the time a God's monkey servant did something funny in Black & White.
The two stories could not be more different in tone and content, but they both taught me something I consider extremely important: there is a weird majesty, available only in the medium of videogames, in seeing a system of rules and mechanics play itself out in a way that is simultaneously unpredictable and wholly reasonable. I couldn't have predicted that either of the two stories I'm about to tell could have turned out the way they did, but in hindsight, they make perfect sense. They aren't weird bugs or funny little exploits, but the natural result of the respective systems behind Far Cry 2 and Black & White playing themselves out to logical and surprising conclusions.
I love linear storytelling games when it's accomplished with even a hint of competency (Half-Life, Shadow of the Colossus, Metal Gear Solid, et al), but the stories I'm about to tell showed me that there's an entirely new, entirely game-specific set of emotions to be gleaned from games that allow, even when compared to something like Dwarf Fortress, comparatively low amounts of emergent gameplay.
Anyway, hit the jump to find out what the hell the monkey and the assassination have to do with anything. Some Far Cry 2 spoilers ensue.
My friends Justin and Ulisses experienced the Monkey Incident while either in junior high, or the early years of high school.
While playing Black & White together, the two temporarily got bored and decided to abuse the living shit out of their pet creature, which happened to be a chimpanzee. They eventually and half-intentionally managed to turn their creature into an avatar of pure, undiluted evil whose sole purpose was to spread their influence throughout the land via acts of incredible malice and hatred. When left alone, the creature started knocking down trees, destroying villages, and hurting the townsfolk, to my friends' sadistic delight.
Eventually, the two got tired of the monkey's endless destruction and told him to move to another part of the island so he could begin converting the inhabitants of a distant village. After a few slaps, the monkey finally stopped trashing the world and started trotting toward his new destination.
Suddenly, he stopped.
He turned 90 degrees to his right, coincidentally looking straight into the camera.
He began to run. At full speed, faster than either Justin or Uli had ever seen him go. Where was he going? They hadn't told him to go anywhere. He was disobeying their orders -- not necessarily an unusual circumstance in Black & White -- but why so suddenly, and with such seeming conviction? The way they tell it, Justin and Uli swear they saw a look of determination on the chimp's face as he bounded over hills and valleys, through forests and lakes. Justin and Uli struggled to keep up, clicking and dragging the landscape as fast as they could to get ahead of him, and maybe see what objective he was trying to reach before he arrived.
He traversed the entire island, until he finally reached his destination mere seconds after Justin and Uli did.
On the very edge of a cliff overlooking an expansive ocean, sat a pig. A small, pink pig, completely alone and isolated in this corner of the map; God knows how he'd gotten all the way out here.
The monkey kicked the pig into the ocean.
The poor pink ball of fat sailed off the cliff into the air, where it slowly careened down into the ocean with a dull splash.
The monkey turned back toward where he came and sprinted back to the village Justin and Uli had told him to destroy. His work on this part of the island was done.
Though Justin and Uli hadn't intended for the monkey to do that, his actions made a weird kind of sense considering the behaviors they had reinforced in him: by alternately rewarding and punishing him for the wrong things, he became a walking bottle of evil whose needs could only be satisfied by hurting and killing everything in its path. When my friends tried to get the monkey to do something in their interest in the form of conquering another village, he had been taught that such a diversion was not as relevant as the methodical, mass slaughter of every innocent thing in his path.
Justin and Uli had, unbeknownst to them, trained a creature who prioritized kicking a pig off a cliff over converting a tribe of heathens into Justin-and-Uli worshippers. The moment was absolutely hilarious at the time, yet still made a kind of weird sense.
On the complete opposite side of the spectrum, my assassination of Prosper Kouassi in Far Cry 2 filled me with an equal sense of proceduralist wonder, although to completely different emotional ends.
Around Far Cry 2's halfway point, the leader of one of the two leading factions will give you a mission to assassinate the leader of the other. After this, he'll betray you and send an undefeatable hit squad to kill you, your Buddies, and the innocent civilians belonging to the church that supplied you with malaria medicine. After recovering from your wounds, your first mission is to terminate the remaining faction leader who ordered your death. In my case, I was asked to kill Prosper Kouassi, though considering how brutally he murdered all my friends at Mike's Bar I would have done it anyway.
When I found Kouassi, he was standing on top of a truck, shouting praises for his faction over a megaphone to a crowd of about a dozen soldiers assembled before him. Their own vehicles were sprinkled around the road, as well, surrounded by thick fields of dry brush that swayed in the cold, midnight wind.
I approached from the south, using the tall grass and darkness to cover my approach. Kouassi, the stupid bastard he was, was elevated so high above the rest of the soldiers that I probably could have popped him once in the head from a distance with my pistol and escaped without even having to deal with the other soldiers.
But I was angry, and well-armed.
I threw all three of my grenades into different areas of the crowd in front of Kouassi, hoping to thin their numbers. Two of the grenades took out a fair number of soldiers, and one detonated two of their trucks that had been parked next to one another. The subsequent explosions set the grass on fire all across the soldiers' left flank, preventing them moving any further in that direction. Almost without thinking, I switched to molotovs and hurled them in the remaining three directions until I'd completely surrounded the soldiers and Kouassi in four walls of flame. Still crouched on the hill, I heard a few trucks explode from the heat, killing the soldiers next to them.
I decided that now, with the fires raging and the soldiers distracted, was the perfect time to run straight into the mayhem. My assault rifle out, I was ready to exterminate the few remaining soldiers -- only after entering the arena of flame (taking a bit of damage as I did so), I was flabbergasted to find every single soldier dead on the ground, either burned or exploded.
But Kouassi wasn't dead. He couldn't have been; my objectives hadn't updated. I moved around the truck he had been preaching from mere moments ago, and then I saw it.
Flames surrounding us on literally all sides, the night suddenly and violently illuminated as the savannah went up in smoke around us, I saw Kouassi -- wounded, hunched over, struggling with each step to walk away from the truck, hoping to find a way to safety through some possible gap in the fire.
He and I were completely alone, surrounded by a sea of flame and the corpses of his entire entourage -- men I'd killed, but had never made eye contact with.
I stood, and took out my machete. He must have heard me take a step forward, because he turned. One hand holding some sort of wound on his stomach, a pistol grasped limply in his other, he turned to face the man he thought he'd left for dead the day before. He raised his pistol, and began to shoot.
I was in no hurry. I walked forward at my regular pace, letting the bullets fly into my arms and chest. I hadn't lost a smidgen of health after entering the ring of fire; he'd have to fire at me for a minute straight to do any permanent damage. I continued to walk slowly forward, relishing the image of him hurriedly trying to get off as many rounds as possible, then reload, then fire off a few more.
I got up as close as I possibly could. Face to face with the guy who had killed Quarbani Singh, and Marty Alencar -- friends of mine who had saved me when I needed help.
I sliced his chest open with my machete as the flames crackled around us, almost drowning out his scream. Rolling on the ground, wounded, he continued to cry for help, his pleas falling on the ears of the dead men who would have otherwise answered them.
I ran my machete through his chest, and suddenly became the only man standing in a sea of fire and blood and sand and shrapnel. My anger and bloodlust reflected perfectly in the horrifying environment that surrounded me. I grabbed one of the few trucks that hadn't yet exploded from the heat, and drove back into town, pausing only once to look over my shoulder and watch the flames shrink behind me. My vengeance complete, I had other matters to attend to. I needed to restock my ammo and get some sleep. Tomorrow, there would be other men to kill.
Before this moment, by far the most exhilarating I've ever experienced in my umpteenth playthroughs of Far Cry 2, I'd never seen a nonlinear game match the visual and emotional spectacle afforded by linear, narrative-driven titles. This was like every great scripted moment from a Valve game, only not scripted, and thus infinitely more awe-inspiring. I looked around that sea of bodies and flame and thought: I did this. This is my wrath, manifested. I could literally not have imagined a more perfect environment in which to enact my vengeance upon Prosper Kouassi than what I quasi-intentionally created via simple exploitation of Far Cry 2's fire and explosion mechanics.
I found it amazing that my plan worked out so well; as is so often the case in unpredictable sandbox games, it was entirely possible that one of my grenades could have hit a weird bump in the terrain and rolled completely away from the soldiers, killing no one and alerting them to my presence. The molotovs could have hit just a hair short of their mark, wasting themselves on the dirt road instead of setting the savannah afire. Prosper Kouassi could have been killed by one of the explosions, giving me no reason to enter the ring of death and enact my brutally satisfying coup de grace.
But, somehow, the stars aligned. The systems combined just as they should have, my agency brought them together in a new and interesting way, and what resulted was an immensely atmospheric, satisfying moment that I will remember for quite some time to come. I'm sure much of that moment was subtly choreographed by the designers at UbiSoft Montreal (the faction leader will always be surrounded by explodable cars and flammable foliage), but still: it felt like my decision to do the things I did, and the resulting chaos was a hundred times more satisfying than 90% of the scripted events I've ever seen.
If I ever needed to support the idea that nonlinear, emergent gameplay can be incredible and evocative and should be explored further, two images would immediately jump into my head. A faction leader, surrounded by an ocean of fire and the exploded remains of his entourage. A small, innocent pig, being kicked into the ocean by a fast-moving chimpanzee.
Goddammit, videogames are cool.
Luck, eh?
Yes, they are.
Far Cry 2 was quite underrated, in my opinion.
If done properly.
The Far Cry story is the part where it's done proper even if accidentally. Although the rest of the game when the stars aren't aligning is very flawed, it does have its moments.
One would hope we'd see more proper unscripted games in the future.
What's it like to wield such POWER!?
Also, I really want a next gen X-Com. Valkyria Chronicles juuuust wide of the mark I hope for, regarding squad/mission based dramatic antics
It speaks volumes to me that you had to play through the game umpteen times to get an experience rivalling any linear FPS. Since your mission was to kill the guy, I don't really see how this is any different from a similar assassination in any other game, except that you choose the direction from which to strike.
Black & White, on the other hand, was filled with awesome moments, mostly cos the AI was great. That game is so awesome!
I really wish I remembered more about my time with Black and White. The odd thing is that I can picture myself playing it, but as for specific moments, they've all escaped my memory. I know some strange and cool stuff happened: what the hell was it?
As for Far Cry 2, it's still in my memory. I had such a love/hate relationship with that game, but I do remember one awesome experience. I was storming some sort of small stronghold, and it was fairly early in the game, so I didn't have any really great weapons yet. I did splurge on one thing: a sniper rifle.
I headed to the outskirts and saw plenty of towers. Guys at the top? You know it. So I made my way around the exterior, picking off anyone that I could see on the walls or in the towers. Took forever, but it was worth it. When I finally got in, it was basically a cleanup job--pick off a few of the stragglers, take out the guy I had come for, and move on.
Only thing I couldn't really get into were the constant checkpoints along the roads that attacked you on sight. Just got old.
Man, some battles were really intense.
I might just fire it up again now.
To me, if that same thing were happening in that game while I was playing, I'd see it more as a 'this procedurally driven event happened after I threw molotovs in smart locations to close in a set group of enemies, and then it killed all of the A.I. characters, leaving me to be able to walk into the fire to kill that dude, whatever his name was - who was limping away because he had received just enough damage to be maimed but not killed.'
The thing is, I can't tell you any of the names of the characters I came across during my playtime of Far Cry 2 - which was about ten hours or so before I finally just gave up and moved on to other games. I still own the game and might give it a fifth chance, but every time I start it up I wander around aimlessly for awhile, glance at my mini-map, wonder why its so important to do the boring little missions all around the map, get frustrated at all the annoying guardpost checkpoints that I have no way of avoiding and the totally unconvincingly driven vehicles that cut as straight a line as they can through whatever just to run me over (talk about an A.I. fail), get killed and then saved by the ally character that I'm supposed to care about even though I can't be bothered to read all his back info and furthermore am annoyed by his total 'brosky' attitude, and then find a few diamonds and trek back to the arms dealer only to realize that last three hours I spent finding four diamonds was a huge waste of time since the most minimal upgrade costs something upwards of twenty diamonds.
Not. Fun. Fun left the building about two and half hours back.
I snuck up and nailed Kouassi with a single rocket to the chest, and then ran away like a screaming little girl. Nowhere near as epic as your encounter, but I remember being pretty damn satisfied at the time.
Excellent read. :O)
Okay great, you had an epic and atmospheric moment in a game that you "scripted" - I understand how that can be very satisfying - but the flaw here (like you mentioned yourself) is that there were a million variables that could have gone wrong (especially with a bug ridden game like FC2) and it would have turned into a regular shootout.
Now creating an epic moment like you had is TOTALLY up to chance with a game like this. That's the problem - it took you not 1 or 2 but SEVERAL playthoughts to get this scene. That's just not realistic - I should not have to rely on luck to have a good time in a game.
Non linear Create-your-own-scenes is great on paper but it's flawed. Imagination is one thing - but game capability and execution is quite another.
Sometimes I want the game to give me scripted moments. The Call of Duty 4 story would have been utter garbage if it gave the player free reign over the mission and how to complete it - think of all the great scenes in that game that would have never been. Scripted moments drive the story forward and are a must.
This is why Far Cry 2 was not a great game. It was adequate, but severely lacking. Fun at times and completely and utterly boring at other times. Repetitive gameplay and artificial lengthening don't even BEGIN to describe the problems with it. FC2 was an experiment at best.