Huh? – I think that, in some
cases, trying to make game mechanics more realistic actually makes
them less realistic, and that many ostensibly unrealistic mechanics
of video games actually enhance a game's over all realism. This is
because games are fundamentally imperfect approximations of reality. Perhaps unblemished virtual reality will be
possible in the future, but it is not currently possible.
Consequently, just like other art and entertainment, video games must
work within the limits of their medium to simulate reality in a way
that is specifically suitable to those limits. I do not think this is
radically different from painting, for example. Many paintings seek
to display three-dimensional reality on a two-dimensional canvas.
This is accomplished through a variety of perspectival tricks,
including the placement of distant objects closer together to simulate distance. It is, in a certain sense, not realistic to do
this. After all, distant objects are not really closer
together, but this is the best way in which a two-dimensional
representation can capture distance. Similarly, I think that games
can sometimes compensate for the unrealism inherent in their medium
by including mechanics which, taken in isolation, seem unrealistic.
What are Game Mechanics? –
They are not, as might be thought, clever folk who tinker with the
under-bellies of video games. Those are game developers or
perhaps coders. “Game mechanics” are the rules of a
video game. More precisely, the mechanics are the ways in which the
game's simulated reality responds to the player's input. It is a
common game mechanic that when you press 'a,' your character will
jump. It is a mechanic in Halo that when a player positions her
character near a number of moving enemies, those enemies show up as
dots in a 'radar' image on the heads-up display. When a player casts as a
spell in Guild Wars, a
certain period of time must elapse before another spell is cast; this
is also a game mechanic.
“Mechanics”
refers specifically to the functional ways
in which the game responds to input, which lead the player to execute
commands in one way or another in order to more effectively
manipulate the simulated reality. So, the appearance of a shadow cast
by the character when the player jumps would normally not be
considered a mechanic,
but an aspect of the game's graphics.
Other aspects of a game are the story, dialogue, themes, world, and so
on. The distinctions may sometimes be blurry. If the appearance of
the player's jumping shadow indicated something about the
player-character's functional status, then the shadow would be part
of both mechanics and graphics. However, I think the definition of
“game mechanics” I have given is sufficiently serviceable to
continue with.
Realism – Some
mechanics will lead a game to resemble the real world, while others
will not. If your character jumps up a foot when you press 'a,'
that is an ostensibly realistic game mechanic. If your character
jumps five hundred yards, it is unrealistic. If, as is rather common,
eating food causes your character to instantly recover from injuries,
this is also not realistic. Conversely, if the game requires you to
feed your character regularly lest the character die, this is
realistic.
I am
not discussing, in the main, whether it is good or bad for a game to be realistic.
There are obvious reasons why most games are not realistic with
regard to food. It would be boring to spend an hour cooking dinner
for your character, making sure the meal contains an adequate balance
of calories, fiber, fats, and protein. Perhaps if your character ate too much cheese and steak, she would suffer indigestion. This
is not fun, or at least it is not the kind of fun most players are
looking for when they play a video game. But I am not primarily interested in whether it is fun to play
realistic games. I am interested in what makes them realistic.
Unrealism mitigates Unrealism –
I think there are some cases in
video games where ostensibly unrealistic mechanics actually enhance the realism of the game by accounting for problems
of realism that inhere in the medium. Again, I
do not find this dissimilar to perspectival techniques used in
painting, such as the simulation of distance. For another example
from the traditional arts, when a stage-actor is struck with a blunt
sword, the stage actor simulates death. In a certain sense, this
response is unrealistic, since a blunt sword cannot cause death (at
least not in the same way as a real sword). Yet, given the
conventions and limitations of stage-acting, the realism of the scene
is maintained by the actor's response to the blunt sword as if it
were sharp.
Let me examine a
couple of examples in detail. I contend that both enhanced jumping and the possession of HUD radar ultimately enhances, rather
than detracts from, the realism of some games in which they appear.
Mario Jumpman Master Chief
– In many games the characters' jumping ability far exceeds that of
a normal human. In Mario
platformers, the titular red plumber is able to vault many time his
own height. Of course, the Mario series
is is not particularly striving for realism. Halo's
Master Chief, while not as impressive a jumper as Mario, can jump a
good deal higher than you or I. However, Master Chief's enhanced
strength and agility are explained in the plot; he is a super-soldier
in cyborgized armor.
But
there are other games which do not explain the ludicrous leaping
laurels earned by their characters. Borderlands and
its sequels are like this. All of player-characters are able to jump
Olympic distances. This might be explained by the gonzo and
cartoonish style of the series. But I think that the enhanced jumping
mechanics actually contribute more to the games' realism than to
the games' (deliberate) absurdity.
This
is because, as with numerous other titles, Borderlands's characters can be blocked by fairly modest physical barriers and are
unable to climb. It is possible for a shin-high rock or a waist-high
fence to block one's path, and the obstacles cannot be scaled. There
are, I think, at least two good reasons why such obstacles are
not climbable.
(1) I gather that it is fairly difficult and time-intensive to
program a simulated environment to make climbing possible. The
majority of games that include climbing at all allow it only in
very specific, controlled circumstances. Games which include many
climbable surfaces, such as Assassin's Creed,
usually make climbing and maneuvering in three dimensions into a
major component of gameplay. Developers for games that do not require
climbing as a central aspect of gameplay simply do not put in the
resources to develop a climbing system. They presumably have more important systems to fine-tune for realism and entertainment, given their limited timed and budget.
(2) Another reason
why climbing mechanics are often not included, I suspect, is to allow the game-designers to control the environment. If the player
could climb anywhere, it would be possible to climb out of the levels
and areas created by the game developers, so the designers would then
be obligated to introduce some other game mechanic which would allow the player to climb most places but which would prevent her from climbing out of
the intended play-areas.
For
these reasons, and perhaps for others, most games do not enable the
player to surmount obstacles by climbing them. This has the potential
to become quite silly, immersion-breaking, and unrealistic.
If a three foot fence or medium-sized boulder can stop your character
in her tracks, you are reminded suddenly that you are in a simulation
which differs from reality in some fairly basic ways. I think this is
why so many games include enhanced jumping abilities for
player-characters. Other normal actions, such as climbing,
scrambling, and gently hopping, which would otherwise have to be
laboriously programmed, can be folded into this one action (jumping).
The player is not forced into silly scenarios where she is trapped by
a two-foot fence. It is true that a normal person would have
difficulty jumping over a fence from a standstill, but video game
characters are not normal people and currently cannot be, given the
practical limitations of the medium.
Hunt for the Red Lekgolo
– I think that radar, which alerts the player to the approximate
location of nearby enemies, also enhances the realism of the games it
appears in, all things considered. If you are unfamiliar with “radar”
in combat-oriented games, you can take a look at this
footage from the Halo
series; the circle in the bottom left, dotted with red and yellow, is
the player's HUD radar. It indicates the relative locations of both
enemies and allies.
Human
beings do not have radar (in case you were unaware). Halo's
radar-system, like it's super-jumping, is explained via sci-fi
macguffins. Other games, however, do not attempt to explain why the
player possesses radar. (N64's GoldenEye
comes to mind.) I am not bothered, however, by this lack of
explanation. In the same way as enhanced jumping compensates for the
inability to climb, HUD radar compensates for normal human abilities
that are more difficult to simulate in contemporary video games. I'll
focus on two abilities that most people possess when they navigate
their daily lives, but not when they play games.
(1) We can detect
nearby objects and movements using senses other than sight. If a
monstrous alien walked up behind you in real life, you might well
hear it or smell it. It's tromping might shake the floor. At present,
video games do not simulate smell, and they simulate tactile and
audio information only to a degree. Rumble packs built into
controllers convey certain information, but not all platforms use
controllers like this, and the information conveyed by the
controller's vibrations isn't always clear. There have been cases
where an enemy was standing behind my character hitting her, and it
wasn't clear that this was happening. This seemed quite silly, and it
was an immersion-breaking way to have my character die. It's true
that, if a game has very good sound design and the player has a very
good stereo or surround-sound system, some audio information will be
available. But even if both of these criteria are met, the
amount of information will still be limited when compared with real
life.
(2) Real people
also have an intuitive sense of the direction in which they are
facing and of the motions of their body. This is called kinesthesis,
and from what I understand of the relevant science, it is not
reducible to the five senses. If you were to cover your eyes
thoroughly and spin in a circle, it would take quite a lot of
spinning before you could no longer tell which direction you were
facing. (If you don't believe me, go try it. Don't fall over.) This extra sense is
absent completely in video games. Relative to real life, it is quite
easy to become disoriented when turning your character. Now, this may
be a desirable challenge; it may be a mark of skill at a particular
game if one is able to avoid such disorientation. But I am not
talking about whether the feature is fun, challenging, or desirable.
My point is that this added challenge subtracts from the game's
realism.
Adding some kind of
radar to a game fixes both of these realism problems. The information
normally garnered through one's senses of hearing, smell, touch, and
kinesthesis is simulated with visual information. Although it would
be unrealistic for a work in some other medium (such as painting or
film) to display radar, radar often adds to the realism of a video
game by allowing the player to respond to the interactive, simulated
world in a way that better resembles how the player interacts with
the real world.
Wrapping Up
– So, I think what actually enhances realism is particular to the
medium of video games, and may indeed be peculiar to specific games.
This is why I am skeptical of some games which claim to feature
realistic gameplay. I am not convinced that the absence of radar and
high-jumping in, for example, Call of Duty adds to the realism
of the game. Playing without these features may make for a worthwhile
challenge, but I'm not sure it is correct to call the game more
realistic on this basis.
Mount
and Blade also touts its own realism. It provides an
option, when you start a new game, to make it impossible to quite the game without saving. This feature prevents the player from
saving before a battle, then re-loading and replaying if the fight
doesn't go well. I don't dislike M&B; in fact, it's one of
my favorite games, but I have found that this particular feature often generates results that strike me as unrealistic. I have seen my
character captured or my army wiped out for reasons including:
clicked the wrong part of the map; cat jumped on my keyboard; clicked
the wrong menu option. These kinds of results are not realistic. It
is not possible to accidentally sneak into a hostile castle because
you hit the wrong button. Being able to re-load the game after losing
because of that kind of silliness strikes me as preserving realism, over all.
With all this in
mind, I think it is worth considering not just whether realism is an
especially important feature in games, but also what mechanics
actually function to enhance realism, because it is not a simple as
imposing on the player-character the same limitations that nature
imposes on human bodies.
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