Tuesday, January 14, 2014

Smooth Roads on the Citadel - 1/14/2014

Okay, so one final rant about immersiveness. This one having to do with games.

I have been playing computer games since before I bought Wizardry: Proving Grounds of the Mad Overlord in the early 80's. The Mass Effect trilogy is the game I have been waiting for since those days of CGA graphics and intentionally impossible gameplay. It is my favorite computer game ever, and I have played through all three games multiple times.

Mass Effect I also contains one of the most egregious examples of failure in immersion in computer games ever.

Immersion in games is more complex than even the coordination of hundreds or thousands of people involved in making movies and TV. That is because it requires the direct interaction of the audience as well as the authors. And more, it requires that the player be able to interact with the game in a way that allows for immersion. This largely happens through the interface (a focus of future rants), but also occurs in the manner in which the authors offer both gameplay and exposition to the player.

This divide is marked in Mass Effect in there being three separate modes of play. There is the basic tactical/shooter mode, which defines the most active elements of play. There is the character interaction mode, wherein the player makes decisions about how Shepard will speak to non-player characters in the game (NPCs). Then there are cutscenes.

When they first appeared in games, cutscenes were an innovative way of adding story to the experience. No longer limited to short, scripted conversations to provide large chunks of exposition, designers could now throw in large-scale full-motion video, eventually with voice acting and cinematic elements. Getting players involved in the story now included all of the tools that movies and TV had been making use of for decades.

But while a TV show or movie is nothing but a cutscene, players play games in order to take control of the action. Cutscenes, it was quickly found, could not simply be dropped in where they would best fit the overall story, but had to be placed carefully, so that the player looked on them as an addition to the game, not a frustrating interruption of play.

Mass Effect I ends on The Citadel, a space station that houses the central government of a large section of the Milky Way galaxy. The player is there to confront Saren Arterius, who is the primary servant of the Big Bad of the piece, a machine intelligence known as Sovereign.

The final encounter begins with an argument between Shepard and Saren, which ultimately ends with Saren being thrown down into a lower chamber. Which, of course, becomes the scene of the second stage of the fight. Now it gets tough. The second stage of the Saren fight is easily one of the hardest in the whole game (if not the hardest, Thresher Maws aside). It requires careful attention be paid, careful timing and a strong knowledge of Shepard's abilities and those of his/her squadmates. This is especially true when playing on the harder difficulty levels.

And then, when you get Saren down to about 50% health... boom. An unskippable cutscene that lasts for a full minute or two. Completely interrupting your rhythm in the fight with Saren. Possibly occurring during the middle of an attack/skill animation, virtually guaranteeing that you will be caught unprepared when the battle picks up at precisely the second it left off to go tell you that the fleet is still fighting Sovereign. Not fun the first time it happens, it becomes something truly torturous on later playthroughs.

This cutscene adds nothing to the fight with Saren, and destroys the sense of immersion you had just seconds ago. Why? Because it took control away from you at a completely inappropriate moment. In addition, it is clumsy, because there are many ways that this could have been avoided with very little work on Bioware's part. Having Saren break off to try to complete his original mission of capturing the controls to the Citadel and run to another part of the station would have added a third and satisfying stage to the fight, and allowed for the cutscene without disrupting a player's control in the exact middle of the critical moment.

So, lesson to designers out there. Immersion in games is more than it is in other media because the player is involved. You take control away from a reader or a viewer in written and cinematic formats. In a computer game, you cannot just take control, loss of control must be as carefully managed as cutting, dialog and lighting in movies, or pacing and word choice in literature.

In short, smooth roads make the best stories.


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