Tag Archives: narrative

Red Faction: Guerilla

Political theatre and sock-puppet ideologies take centre stage on the dusty red plains of Mars, as Blasphemous Geometries examines the latest instalment in the Red Faction franchise.

Blasphemous Geometries by Jonathan McCalmont

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Somewhere, out in the mists of possibility that exist between universes and states of being, there is a game that begins in this fashion :

Your character is sitting in a cramped bedroom in front of a computer. Behind him, on the wall, is the green flag of Hamas (provided by someone down at the mosque, it serves both as a political statement and as a way of covering up an old poster of Ronaldinho. Your character clicks the mouse button and the webcam starts recording.  He reads a prepared speech about Gaza and the West Bank and concentrates upon keeping any signs of emotion from his voice. Martyrs, he has been told, must be proud. He has to stop and start again when his voice cracks into an embarrassing squeak on the word ‘Jihad’. He rides his bike to a lock up on the other side of town.  A van has been packed with explosives and a primitive trigger that appears to be a wiimote.  You snort your amusement at the in-joke. Continue reading Red Faction: Guerilla

Post-postmodern fiction? Dear Esther, and game engines as narrative engines

We were talking just a few days ago about the narrowing gap between traditional storytelling and computer games. Well, here’s something that seems to have bridged the two to create a hybrid artform: Dear Esther is a Half-Life mod that’s a sort of first-person virtuality narrative with a degree of interaction but no ‘traditional’ gameplay goals.

Dear Esther screenshot

Lewis Denby guests at Rock Paper Shotgun, and explains the potential of level modding for new expressions of creativity:

In a way, that it would be this sort of amateur creation to have such an effect makes sense. The mod scene has the potential to be a land of limitless creative opportunity. You’re not restricted by publishers’ requests, or the demands of your perceived audience, or your own barely competent technology. You’ve an enormous blank canvas to paint on, and all that holds you back is your imagination.

The real big deal here, though, is that 3D game engines can theoretically produce experiences that film, audio and the written word combined still fall short of; the interactive element is the key, producing a sense of emotional engagement that a ‘static’ work cannot replicate. Back to Denby, who suspects it’s the untapped potential for producing a negative emotional response that’s important:

I love my Marios and what-have-you as much as the next person, but I still feel games have an incredible untapped potential for negative emotions. Some have tried – Braid stands out for having a bloody good go – but we’re still a little too comfortable with enjoying everything we play. Any stretches of sadness in this medium tend to be restricted to self-indulgence or vapid tearjerker fare, and even they invariably make way for happy endings and bunny fluff.

Dear Esther rejects pretty much every notion of what videogames should do, and instead presents a profound look at what they could be doing. They could be telling stories that, while unforgiving and upsetting, exist within a format that no novel or film could ever reproduce. Stories that take clever audiovisual amalgamation for granted and go the extra mile, allowing the player to explore a tangible world that they would never otherwise be able to visit. In a sense, Dear Esther is pretty much non-interactive: nothing you do changes the course of the fiction, and there’s no element of challenge to speak of. But in another, far more accurate sense, the interaction is totally key. It’s your journey – whoever “you” are – and the intimacy heightens every emotion censor in your poor, overloaded brain. After watching me finish Dear Esther, my girlfriend asked me what it was I’d been playing. I turned to answer her, only to find I couldn’t speak. No words arrived. None mattered.

Of course, not everyone will want a harrowing immersive experience – think of the number of people who bemoan the lack of happy endings in modern novels – but there’s nothing to say that the form has to be negative in character. But it’s that potential, that opportunity to produce and manipulate both ends of the emotional spectrum, that demonstrates we have yet to see even the infancy of this hybrid artform.

I rather suspect that this could provide a great way for powerful fiction writers to reach a massive new audience that traditionally ignores dead-tree media. Who knows – it might even usher in a return of the writer as something more than a small-font credit line at the end of a movie or TV show. [via BoingBoing; Dear Esther screensot borrowed from Rock Paper Shotgun under Fair Use terms, please contact for immediate takedown if required]

Genre and storytelling in video games

This month in Blasphemous Geometries, Jonathan McCalmont takes a look at the roles of genre narratives and storytelling in the still-young media of computer and video games, questioning the received wisdom that that the form has matured noticeably from is simple puzzle-solving and goal-reaching roots.

Blasphemous Geometries by Jonathan McCalmont

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We exist in a world of brands. These days you can watch a film, read a book or comic, play a game, drink a cup of coffee and even have sex without ever leaving the vice-like economic grip of your favourite brand. As the darling of the monstrous cultural artefacts that are summer blockbusters, science fiction is at the cutting edge of what Media Studies theorists call Remediation.

Remediation is the idea that, rather than existing along a fixed technological time-line with new forms emerging fully-formed from new technology, new forms of media are produced via a process of back-and-forth between new technology and older mediums. As video game designers draw more and more hungrily upon literary and cinematic works of science fiction, it is important to think about what the process of remediation does to these works and how the process might be improved. Continue reading Genre and storytelling in video games