* An analysis of the ending of Red Dead Redemption, strong spoiler warning *
Finally, Rockstar have come up with a game that wants us to be good. Playing as a reformed outlaw in a graphically gorgeous title combining almost every aspect of the Wild West we’ve come to recognise through films, TV shows and folklore, the most surprising quality of Red Dead Redemption – even more impressive than the amazing attention to detail – is the enforced morality and, in line with the game’s title and its central theme, redeeming qualities of the main character. John Marston, contrary to those previous incarnations of Grand Theft Auto and other Rockstar Games’ antiheroes, is not seeking success and wealth through crime; he is aspiring to be good for the betterment of himself and his family.
As in previous open-world games the players themselves are free to do as they wish, inevitably leading to a sandbox environment of carnage and chaos as the he/she sees fit. In Red Dead, the option to be ‘good’ or ‘bad’ is presented – do you capture criminals alive to collect bounty rewards and shoot the weapons out of people’s hands instead of killing them, or decide to go renegade by robbing the innocent and, as an homage to the classic Western cliche of moustached villainy, tie a woman up and place her on railroad tracks? Despite your decisions in these situations and regardless of your own personal play-style, the most striking thing about the main story missions is how Marston always, from the start of the game to the finish, chooses the honourable route.
Blackmailed into hunting down his former brothers-in-arms by a pair of lawmen who have his wife and son held captive, Marston is sent out on a quest to essentially rid the land of the last surviving remnants of his own criminal past as the violent era of the American Old West comes to an abrupt end. Marston chooses to deal with hostile situations by speaking with restraint and politeness instead of pulling out his gun, and his actions throughout the story are often heroic, albeit through unavoidably violent means. So outside of the story missions when players may utilise their freedom to go out and commit evil deeds should they wish, it all seems a little inconsistent – hypocritical even – when compared with the predetermined intentions of the character during the game’s cutscenes that drive the plot forward.
* Spoilers from this point on *
By the end when the violent and bloody missions are seemingly over and the police allow Marston to be reunited with his family, the game gets you to play through mundane chores tending to his farm, herding cattle, and spending quality time with the wife, Abigail, and estranged teenage son, Jack, who is more interested in reading than holding a weapon. It is quite the contrast to the majority of the game and, accompanied with a chillingly ominous score that haunts these segments, there is a feeling of impending doom: that this peacefulness is too good to be true.
It is no real surprise then when the lawmen return to betray and murder Marston and his family; on the contrary there is a sense that this is a true calling. A life as a simple rancher is not something John can adapt to, regardless of his intentions, and there is an acknowledgment at this stage of Red Dead that not only can this videogame character never escape his outlaw past, nor can the player escape from the violent dynamics of the game by which they are now well-accustomed to. John is deadly, remarkably efficient in killing those coming for his family – his prior sins have ensured that he is in his element when with a gun in his hand.
Marston manages to send his wife and son away on a horse with tears in his eyes and, having said his goodbyes and surrounded by the army and the police with no chance of survival, realises the price of true redemption – not for himself, but for his family – before taking a deep breath and accepting his fate. But the real tragedy of this finale is that, when his death should have marked the end of the Marston family’s affiliation with its dark past, it is actually through his passing that the once-innocent Jack seeks his own revenge, now controlled by the player 3 years later in the game. Violence begets violence and the son follows in the father’s footsteps; exactly the sort of future John Marston had tried to protect Jack from.
The feeling of surprise and shock when playing as Jack deliberately merges the player’s experience with this new character: Who am I? What do I do now? Not only has the player lost all their invested emotional connection with John, but so has Jack. And it surely says something of the impact and tragedy of the story’s conclusion that, when assuming the role of the son, I immediately travelled across town to hunt down the policeman who ordered the execution – a bonus mission in the game – and going on a random rampage against the law looking for revenge instead of redemption, a pointless, empty lust for blood so commonly found in the genre which conflicted with and was completely contrary to the values John Marston had strived for and realised through his sacrifice. The Wild West was dying, and so too was that young Jack’s apparent incorruptibility.
For all its technical qualities in creating a believable world outside of the player’s influence and overlooking the flaws – namely the many unnecessary, superfluous supporting characters and, especially, the disappointing and drawn out missions towards the end involving Marston’s former gang leader - Red Dead impresses most in its subtle morality tale behind the familiar GTA-template, told through an excellently-realised and ultimately sad journey that lives up to the game’s tagline, ”Outlaws to the end”.
This is the second part of an interview series, “Unmasking the Gamers,” humanising the people who play video games: the real character controlling that fictional character; the person behind that First Person Genre. Previous interviewee(s): Brendan Stapley
Andrew, my friend, co-writer and neighbour, isn’t really a gamer. A web developer by trade with a gamer boyfriend, he has seen gaming from an outside perspective and recently become a fan of Battlefield Bad Company 2, establishing himself as a skilled sniper with a ridiculously good kills/headshots ratio. In this interview, we find out more about Andrew and what his thoughts on the medium are as an “outsider”.
Will Ooi: Andrew, tell us about yourself.
Andrew James: I’m a graphic designer who wants to be a writer. I spent most of my time working on design projects and websites and not enough time on writing, mainly because I’m afraid of what will happen if I open the dormant Pandora’s box in my mind. I love good movies where suspension of disbelief is not a chore. Actors are either brilliant or crap in my opinion and writing is the same. There is no in-between and I’m very black or white when it comes to what is good and what is bad. When I’m not watching movies, designing websites & logos or spending time eating out with friends, I’m trying to find a PS3 demo or game that can help me go blank for long enough to forget who I am.
WO: What/who are your artistic inspirations, from movies, designers, websites, etc.?
AJ: Hmm. Tough one. Anthony Hopkins (even though he’s been choosing bad films lately) is one of my favourites. Emma Thompson, Angelica Houston and Sigourney Weaver are all women who deserve more attention. With designers, I have no nameable inspiration. Same with websites. I see things I like in bits and pieces and I don’t identify with anyone in particular. I’m kinda tickled by the notion that I’m not in the ’scene’ and don’t really know who is who. It helps me be completely original, and if I copy someone it will be a fluke and by accident, because I had never seen their work.
WO: What was your original impression of games, prior to owning a PS3?
AJ: The only experience I’d had with games was trying to get them to run on my old PC out of curiosity. I had terrible luck, and you weren’t able to return PC games if they didn’t work, so I was a bit scared of games. I didn’t have any friends who were gamers and If I wanted advice about games I’d have to ask someone working at EB or the game shop about how to get things to run etc. I was curious, but not convinced they were worth my time or money.
WO: What convinced you in the end to go through with the decision of purchasing it?
AJ:My boyfriend wanted a console and I wanted to buy him something nice for Christmas that I knew he would like. So I got him a PS3 and watched him play Call of Duty 4.
WO: What was that experience like, from a non-gamer perspective?
AJ: I was quite amazed at how far graphics had come since I’d seen people playing a Playstation 2 and I thought that I might like to give it a go, as it seemed like skill was a large factor in finishing the game and I wanted to see if I was skilled.
WO: How did you fare?
AJ: I was better than Kyle. It was also good to come across a game where practice made you a better player. It wasn’t just luck.
WO: Is it that pursuit and mastering of skill that has gotten you so into Battlefield Bad Company 2? You are becoming very good at it indeed.
AJ:I think it’s a combination of becoming more skilled, and being part of a team. I really enjoy the feeling you get when you are surrounded by other players who want to win as much as you, and the ones on your team become your friends even though you don’t know who or where they are. You get sad when you see them die, and you feel proud to revive them, or protect them. And you also get a sense that they might be grateful for your help, and they might say things out loud like “oh thanks dude!” even though you can’t hear them.
WO: What’s the origin of your PSN ID, ’sirakos’?
AJ:“Sokaris” spelt backwards was an Egyptian god and I like to annoy the Greek man in the USA whose last name is Sirakos and is too slow to register it for emails and twitters and usernames
Given this, do you think such a move will help conquer the stereotypes of gay gamers, even if only in the world of online gaming?
AJ: I didn’t even know about Microsofts ban and subsequent reversal. I guess that shows you how informed the gay community is about these kinds of things. It doesn’t make interesting news on big papers, and it certainly doesn’t help sell them. I think issues like this arise all the time, and go largely unnoticed due to two factors; 1. Lack of interest from general public in what happens in games. 2. Apathy from the GLBT community when it comes to discrimination. I’m glad Microsoft has decided to reverse their ban. I’m shocked it was ever allowed in the first place.
WO: Do you think there is solace to be found in the anonymity and ‘escape’ of gaming, particularly for younger gay kids?
AJ: I bet there are a lot of gay gamers, especially kids around 15 or 16 who aren’t out playing sport and they aren’t at home sewing or knitting. What else is there to do ? Stereotyping here, but they are probably big into the RPGs to escape their personal hells, not being judged, being respected for their skill.
WO: What do you think of the stereotypes of game characters?
AJ: It’s a shame that the first gay character in successful and big game was that camp queen that you had to save in GTA. I’d much rather the gay guy be a capable villain over a pink camp stereotype, for it to be a non-issue like it is in real life when it’s treated with respect. Mind you, we can’t even get black characters in games unless it’s to be the token black character. What’s strange is there is no need. History and movies and books and art have proven that connecting with people on an emotional level is the best way to capture them. The emotional connection is what keeps you entertained. Games seem to do that very badly for no reason, other than bad writing, and bad voice acting. In a world where people would write games for free, and unknown and talented acting students would work for tuppence, there is no reason.
WO: Do you think that there will eventually be a ‘real’ gay character in games, where sexuality isn’t an issue?
AJ: I don’t think there will be for quite some time. Not unless I become the director at a large game production agency. I think if there are gay characters that aren’t your average stereotype bit-part, it will be in small games that get no press and have limited budgets.
WO: In this respect do you think that the game industry is lagging behind in terms of social acceptance of homosexuality?
AJ: I think the game industry is an accurate litmus test of current attitudes towards sexuality in greater society. People forget too easily that there are gay people all around them, living and working amongst them. Not all gay men are flamers wearing pink hot pants and plucking their eyebrows (not that there is anything wrong with that). The sad irony is that games are targeted largely to teenage boys. The kind of boys who aren’t out being outwardly social and out playing sport with their friends, who might be gay. I know if I had a PS3 when I was growing up, I’d much prefer to sit at home and play games, especially online games, where I can interact with people who don’t judge me, or hurt me.
WO: Do you think gaming could assist in breaking down this discrimination in some way? For instance, a major character in a game being gay (lets say a Call of Duty character) and for this fact to be addressed tastefully in-game
AJ:I think if it was a ‘non-issue’ but just something that was a matter of fact. Gamers would not be able to be outwardly appalled, because the introduction of a gay character would be somewhat of a non-event. Just like it is in real life, when you find out your friend or colleague is gay.
I think the other thing that gaming has to offer in terms of diversity is team work. I could find myself on a team with people from all over the world, people from cultures that I’d previously had no respect or understanding for. If we were able to tap into that and make people aware of who is around them it might help bridge a cultural or ideological divide, through teamwork. Sadly, such a realisation would also lead to open bigotry and discrimination, which is probably why the gaming companies avoid this kind of open and connected dialogue altogether.
WO: Do you think games can be taken as seriously as other mediums one day, or if they deserve to be?
AJ: I think there is a lot of untapped potential in games. 3D screens will be an industry standard in the next 5 years. I just wish that the gaming companies took the writing more seriously. It’s not hard to get a good script written in advance, and pay some decent actors to do the voice acting. It’s my opinion that there is no valid reason (unless you count cutting corners) that games can’t be just as entertaining or as emotionally encapsulating as movies or TV.
WO: From what you’ve seen in games, what do you think of the standards of acting?
AJ: TERRIBLE, and with no excuse. Game budgets are gigantic, often bigger than those of movies. If the goal of a game is to increase the connection between the player and the coveted suspension of disbelief, then game producers need to learn from the movies, and they need to learn fast. The best voice acting in a game I’ve ever seen was Uncharted 2. It was a largely uninteresting game, apart from the voice acting. And guess what, it got game of the year. If you’re going to do only one thing right in the production of a game, it’s my opinion that voice acting should be the top of the list.
WO: What have been a few games that have stood out for you? What has drawn you to them?
AJ: I really liked Call of Duty 4, for it’s graphics and simplicity. Online COD4 was awesome. It was humbling at first, and then rewarding later. When you watch your name slowly get to the top of the end of game leaderboard, it’s really quite exciting.
I liked Fallout 3. I’ve never had so much fun on my own before. Bethesda created a world that I was not only happy to spend lots of time in, but one that frightened me and gave me a sense of awe.
Dead Space was an amazing out of nowhere game. It didn’t seem to get anywhere near as much hype as other games released at the same time, but it was by far one of the best space horror games I’ve played. Compared to Aliens vs Predator which is out now, Dead Space 1 was far superior, and they managed to do this without falling into the trap of copying Aliens, like so many other space shoot’em games tend to do.
Assasins Creed 2 is quite amazing. And I eagerly anticipate Battlefield Bad Company 2 as the demo seems to be taking up more of my time than most other games I’ve played. [UPDATE: game has since been released and Andrew's stats are here].
WO: Do you see the appeal of an ‘escape’ in videogames? Like, for instance, being a ninja in a game. Do you think games have the ability to empower the ‘user/self’ over other mediums?
AJ: I think we must tread carefully when we talk about how games change our daily lives when we are not playing them. The conservative politicians would love to hear a gamer say “Being a ninja in a game made me want to be a Ninja in real life!” Translation: Killing in games makes me want to kill in real life. I think games offer an escape and a significant suspension of disbelief. Life is boring. We were promised magic and rocket ships as children. PS3 and Xbox are as close as we can get to those dreams in the present day. Is it any wonder games are so popular? We are finally starting to live those dreams, even if it is through a TV screen.
WO: Given that you are, apart from the odd dabbling in certain titles, essentially a non-gamer, how do you feel about Michael Atkinson and the ‘no R18+ rating for games’ issue making headlines at the moment? And, now that he is resigning, how do you think this will impact Australia?
AJ: I was so impressed by the political startup Gamers 4 Croydon. I think Atkinsons’ resignation is long overdue. Anyone who thinks that bikers are less scary than gamers clearly has issues and should not be in the public arena making decisions that affect the daily lives of the population.
To be blunt, Michael Atkinson is a princess, not a solider. I imagine if he did play games, his desire would be to play as the female damsel in distress, waiting for a knight in shining armour to come along and rescue him. At the risk of a possible libel suit, I’d like to go on record and make the suggestion that he was probably a spoilt rotten brat who was given anything he wanted as a child (except a Commodore 64, because games are evil, and so are gamers). He was probably sent to a Christian school and told that he could make the world a better place by spreading his ridiculous ideologies across Australia. Still holding a grudge against the children who DID get an Commodore 64 (or a VIC20), he decided to make it his personal vendetta to make all gamers pay.
He took his goal of spreading his ideologies one step further by making those ideologies public policy. His mistake? Assuming no one would try to stop him.
RPGs tend to always intimidate me before I start one: upon estimating the hours I’m going to need to commit towards understanding the equipment system, not to mention navigating all those menus and grasping the fictional history as well as figuring out the combat tactics, it worries me ever so greatly and yet, strangely, I am never sufficiently put off enough to avoid the genre altogether. The worry stems from a selfishness: a concern borne out of a fear of what will happen to meif I actually like the game. Or rather more specifically, what will happen to me if I actually, sincerely, love the game.
Despite all the great reviews DA:O has received, that wariness still existed in the back corners of my mind, particularly after my last attempt at an RPG – the ever-frustrating Lost Odyssey - ended with me angrily cursing, switching off and trading the game in after having to put up with one too many twenty-minute-long ‘random encounters’ despite my best efforts to excuse them. The short story ‘Dream’ segments unlocked in the game were amazing and beautifully written, but they were way too few and far between amidst such an archaic turn-based RPG gameplay system filled with uninteresting, lacklustre characters and a completely forgettable plot seemingly incongruent to those bonuses.
Dragon Age Origins, on the other hand, was developed by Bioware, responsible for completely captivating me with Mass Effect and many others prior with the Baldur’s Gate series and that ever-mentioned beloved acronym, KOTOR, and I really should have seen the impact of DA:O coming from a mile away given the developer’s reputation as I picked the game up more out of curiosity than anticipation: an epic story, well-written and realised characters, and most impressively, an entire backstory of Tolkien proportions. So amazing in fact that it’s produced yet another variation of that RPG fear of mine: a simple question of whether I will have the time to play through as all the different races to fully experience all the variation in the titular ‘origin stories’ this game has to offer, not to mention going through all the DLC… and then there’s still that Mass Effect 2 second playthrough I’ve been meaning to get through continuing to tease and tempt me in the background.
I adore a great story and the experience of a quality game. I love being transported into that fictional world, becoming as one with my on-screen character. I get disappointed when game stories are terrible, akin to awful Hollywood movies all about explosions and visuals without even a hint of a soul in sight. A soul, you ask? In a game? Perhaps I do have unrealistically high expectations of video games and am often left pondering their true power as a medium, but then something like DA:O shows up with not only a soul, but also a heart in the form of its characters and an entire in-game history to be studied.
And I mean studied, too. Given the number of codex entries in the game, even dwarfing that of Mass Effect, I couldn’t help but realise that this was the digital equivalent of Tolkien’s Silmarillion. Indeed, the main story and Darkspawn enemies are reminiscent of Lord of the Rings, but it’s how all those individual story elements and themes are brought together for Dragon Age – the races, the mythology, the history; the way it all collides and the conflict caused as a result – which has really touched me. Every single aspect of the game comes with its own explanation and backstory where discussions on racism and discrimination (both across as well as within races), religion, and class are all presented from both sides of the coin and presented in the form of difficult decisions accompanied with much moral conflict, with it being up left solely up to the player which path they wish to choose. As a result not only has my faith in quality RPGs been restored, so too has my belief that the medium can continue to achieve an unmatched form of emotional power.
The relationships you form with your recruited allies is incredible thanks to excellent voice acting, with the conversations and interaction between all the 3-plus-yourself combinations of party members a particular standout. Taking a break in-between quests at your party camp not only offers a reprieve from the often-difficult but rewarding combat itself but also serves as the perfect opportunity to get to know the characters in the game. Even non-playable characters possess charm and presence, my particular favourites being Wade the armourer and his impatient shop-assistant in Denerim. There is a deep sense of attachment in DA:O which improves on what was offered in Mass Effect 1, but is sadly missing in Mass Effect 2 as the latter game favoured action setpieces ahead of the original’s purer RPG character development elements. Not to say that ME2 is lacking story and character-wise, but playing it after DA:O I do feel as if ME2’s characters and their motivations weren’t as well-defined or expanded upon as they could have been.
Dragon Age Origins is the kind of game where pictures, or in this case screenshots, cannot do justice to the content on offer. The impact it’s had on me is really something I didn’t expect, and never have I felt so touched in a video game as during the Urn of Sacred Ashes quest when the Guardian revealed the very essences of my character and those of my party, in particular, Leliana. An Orlesian bard who had placed her complete faith in the Chantry – i.e. a female songstress who had given up a shadowy past to become a devout believer of the Maker, the game’s representation of the Judaeo-Christian God and its delivery through Catholicism – and being told that her faith was misguided, deluded and selfish, was an incredibly powerful and almost soul-destroying moment. It was also the instant when I understood how deep this game really was.
Similarly with the game’s choices, never before have I come across a title which has really nailed the idea of consequence and regret. Fallout 3 almost did it to me when Dogmeat died and I felt compelled to load up my last save game and lose several hours of play just so he could live again, and also when Jericho was finished off after we were ambushed in the Wasteland by multiple albino radscorpions, but ultimately it was too personal and individual a game in that everything I did essentially only affected myself and my own feelings and style of play. Mass Effect 2’s imported files from the first game offered little more than brief cameos of the outcomes of my actions in the first game as the sequel focused mainly on the new story. In both cases there was no tangible sense of dwelling on and acknowledging that a mistake had been made if or when the repercussions came back to haunt me.
By the end of my first playthrough as a ‘good’ character I had become so attached to my party members that all of my choices were based entirely on a sense of responsibility which had slowly evolved over the course of the game, whereas the second time round in being a ‘bad’ character my poor and inconsiderate decisions led to Leliana and Alistair leaving in disgust, several others rebelling, and me greatly regretting the course of my actions. To compare it to Mass Effect, these harsh consequences were no doubt inspired by the confrontation with Wrex in ME1, but even considering the finale of ME2 where the lives of your crew were at stake, there was never that fear throughout the game that you could hurt or offend someone so irreversibly that they would hold a grudge against you for good. In other words, being responsible for lives being lost is one thing. Being responsible for betraying someone you had become attached to while they still lived is quite another.
For a game to make me believe in the fantasy and to then make me feel something from it is a rarity. My choices were hardly ever beneficial for everyone concerned, and there were many occasions where I wish I had said or done things differently because of the consequences that followed. That fear of playing an intimidatingly large RPG has translated into a fear of hurting a character’s feelings, and it is a credit to the game that multiple playthroughs as different races produces a different experience as, for instance, background characters encountered in previously end up being your close friends the next time you encounter them, completely changing the context of your actions. To be drawn to the story and the characters so much that choice becomes an emotional effort rather than a curious novelty of the game is Dragon Age Origins’ greatest strength, leaving me with yet another important decision: determining when next to dedicate the time to play through it again, just to see what other outcomes and ramifications are on offer.
This is the first part of a new interview series, “Unmasking the Gamers,” humanising the people who play video games: the real character controlling that fictional character, the ‘person’ behind the First Person Genre.
Brendan has always struck me as a guy possessing a real passion for the medium – in particular story and morality-based titles – as well as being a strong advocate for gaming to be recognised as a legitimate entertainment medium. He lives in Buffalo, New York with his wife Megan (they pronounce it ‘Meggen’ over there), and we have spoken at length on Xbox Live chat about Australian, Canadian and American culture, the deeper meaning of games, and the patenting of Brendan’s ingenious idea of ‘Ninjabread cookies’.
His comments in this interview on the topic of ‘Games as Art’ and thoughts on the ‘virtual embodiment’ of Bioshock are a particular standout.
WillOoi:Hi Brendan, thank you for your time in taking part in this. May I begin by asking you how you got into gaming in the first place? First console, first game, that type of thing.
IncredibleBrendan: Hello Will, thank you for putting together this interview; I feel honored that you’d be interested in what I have to say!
So, how I got into gaming…when I was a kid, my parents didn’t have a television. Rather, they did, but it was kept, unplugged, in the attic, and eventually they junked it. They didn’t want my sister and I to watch too much TV, and figured the most certain means to that end was to remove it from the house completely. So gaming didn’t enter the house without some effort on my part! But I knew I wanted a game console after playing my friends’ Nintendos and Sega Master Systems, and in ‘92 when I was 12, I knew I wanted that system to be the Sega Genesis. I saved my allowance, I worked at my mom’s store a couple days a week, and I worked out a deal with my aunt that for my birthday she would get me a television from a motel auction on the cheap; after saving for what seemed an impossible amount of money to a 12-year-old, I was the proud owner of a Sega Genesis, which came packaged with one of my favorite all-time games,Sonic the Hedgehog. I beat the game the day I brought it home, but played it for months before I even bought another game.
WillOoi: The IncredibleBrendan I know is a keen gamer and community member on the 1up network (as first IncredibleBrendan, now IgnipotentBrendan). Your thoughts on games and, in particular, the power they have to consume and influence the gamer, are very passionate. You are also a rather cultured academic, fond of writing and presenting your papers on gaming as a medium. How did this all begin?
IncredibleBrendan: Because I grew up without a television, I read a lot, one of many things for which I’ll always be indebted to my parents. I enjoy literature; as far as mediums go, it’s difficult to compete with the profoundly compelling power behind words. But games have always been something I’ve found a lot of pleasure in as well. While I was studying for school, or writing a paper, break time would always be game time, and so initially games and literature occupied separate, but spatially adjacent realms. Then in junior high school I was writing a paper and taking breaks playing Flashback, another great Genesis game, and I thought I may just as easily write my paper about Flashback. So I did. And I got away with it! Kind of. The teacher wasn’t thrilled, but the writing was good and it was clear my understanding of the literary concepts we were assigned to address was on par with expectations, so I was awarded an ‘A’ with the understanding that I should never take similar initiative in the future without at least consulting with her first. After that I guess I just decided that the more things I could stuff into the realm of ’study’ that I enjoyed, the more it would become something other than work. So, someday, I want people to pay me to read, play games, and write!
WillOoi: Where did your screen-name ‘IncredibleBrendan’ originate from? Are you a Hulk fan?
IncredibleBrendan: Haha no, actually I never liked the Hulk. I always thought in real life Banner would have suffered a nervous breakdown or something. The name incrediblebrendan is one that I use all over the internet, for all kinds of things, but it was born right here on 1up. 1up is the first and only online community I’ve belonged to, and in joining, I wanted to get the name thing right. It’s the type of thing I agonize over, stupidly enough. Anyway, personal identity is kind of an interesting dilemma on the internet. I decided to include my name so I could kind of just give a part of mine away, experience the endless digital dissemination that’s so cool with all the kids these days. The identity of the internet itself is also kind of an interesting thing, and a lot of hyperbole tends to get sandwiched in with its descriptors. It’s the best, the fastest, the grandest…it’s just incredible. So naturally, if I’m to translate my ’self’ into this realm of superest of everything, I should expect Digital Brendan to be nothing short of me in my most incredible capacity. Actual experiences may vary, of course.
WillOoi: What else don’t we know about you, Brendan? Do you have, say, a secret underground lair where most of your gaming is done? The things that, you know, people wouldn’t be able to find out through simply stalking your Facebook profile
IncredibleBrendan: With the economy being what is and all that, plans for the lair are on hold. I’m sure Megan will thank you for putting that idea in my head! *laughs* No, my gaming is done right in the living room, which is pretty standard as far as living rooms go. Various curio about me: I play weird numbers games in my head, breaking numbers down into digits and repeatedly adding them until I have a single digit, and then deciding the ‘feel’ or ‘value’ of the number by which number the digit is, each digit having an assigned meaning, or feeling, to me; at the end of each shower every morning, I spit at the drain – the closer I get to a bullseye, the better the day, or if I’m thinking of something in particular, the better the outcome of whatever I’m thinking; I only started using soap regularly after I met my wife – before that, I’d just use the shampoo suds.
WillOoi: What are a few of your most beloved gaming memories?
IncredibleBrendan: The first playthrough of Sonic that I mentioned, absolutely. The Starlight Zone was a sublime moment in gaming history, as far as I’m concerned. Staying up until 5am playing Mario 64, earning all those 120 stars…and then forgetting all about Mario after playing Ocarina of Time. Man I love that game, the feeling that you were finding something new, that your experience in the gameworld was unique. Pure genius. Panzer Dragoon Saga. Strange, otherworldly, utterly enchanting. I haven’t really liked a Final Fantasy game since. I’ve got to throw Half-Life 2 in there. It was the first game I played where, simultaneous to my playing, I was applying different critical schools of thought to the world, mostly Marxiststuff, Althusser and all that nonsense; power to the people! And it made me realize that, done right, a shooter doesn’t just have the potential to draw you into its world, to actually make you care about the characters, it may be the ideal genre to form that elusive bridge between the player and their avatar, to really achieve a sense of telepresence in the player. And I can’t forget Bioshock. The game where the meta side of the story was brought to the fore of the plot and I thought “This is it. This is a seminal moment in gaming. This is what I want from my serious games from now on!”
WO: What are your general thoughts on Achievements? (You’ve got quite an impressive Xbox Live Gamerscore – at the time of writing, you have a whopping 44, 015 points. AND you have maxed out Dragon Age Origins….how?!)
IB: I love Achievements. I was a crazy completionist as a kid, and mostly, I still am. If there were multiple endings, I had to get them all. I had to get Supersonic. I found the pentagram room in Doom before I even knew it existed, or before my friends had heard about it. And when I was done with those things, I wanted to push the game, to see what I could get away with. Achievements are a natural progression of gaming in my eyes, a way to extend games past the final boss in the same ways I’ve always enjoyed, but now when I do it, my friends have to believe me!*laughs*
Of course, not all games use Achievements as effectively as others. If all the Achievements are story related, that’s a big yawn, and against the whole point of the Achievement meta-game. The games that use the Achievement system the best, I think, are the ones that award you for exhibiting ‘unnecessary’ skills. Half-Life 2 is a great example of this, for doing things like granting you 2pts gamerscore for sinking a basket when you’re playing with Dog. Or, at the very least, the games that use the achievements to steer the player toward a better way to play.
WO: You’re a big fan of RPGs, in particular those made by BioWare. What is it about this developer that attracts you so much?
IB: I used to be really into JRPGs, and I still am, but more recently I’ve loved what Bioware and Bethesdain particular have done to the RPG genre. In particular, I like the ability the player has to really make the story their own, to constantly be given options not just to customize your character’s abilities and attributes, but to describe their moral character, and see that character reflected in how NPCs (non playable characters) in the game respond to your character. There’s a real shift in the direction of data flow there that interests me: traditionally, the ‘R’ole was made out of the player to experience, and it was up to them simply to make their way down the path laid out for them in advance. Now I’m not suggesting that newer RPGs give the player the option to create a character that wasn’t already ‘laid out’ for them in some way, but the increasing ubiquity of choice within games of the genre at least grants the player that much more agency when deciding how the story ends. Whether or not there’s any real change here?…that’s another question entirely…
IB: The cake is a lie! *laughs* Well, following that Bioshock is one of my favorite games, if not my favorite…I think the choice in games is a cool way to create the illusion of freedom. And there’s nothing wrong with that. Game developers like to talk about the freedom players may expect to enjoy while exploring the worlds they create. The thing I liked about Bioshock the most was the developers mocking the player for feeling they may have scrapped together some semblance of freedom in the game’s world by simply making a few choices about whether or not to save a few little girls.
Andrew Ryan said it best: “A slave obeys. A man chooses.” Of course, during the scene, you have absolutely no control over what’s happening, just to underscore how little control you actually have in this world. Everything you can possibly do, you can do only because someone else wanted you to, because someone decided to put it on the disc for you to do. If you’re going to play the game, you play by the game’s rules. But how is this any different than life?
This was the seminal moment in Bioshock; in addressing the issue of choice and freedom, the game is opening a dialog not just about a game world, but about the world writ large, and a particular school of thought in that larger world. That is, most definitely, a function of art. All these things aside though, I love the ever-increasing element of choice in games. Although I’m a big proponent of games that lack choice as well. Games with choice? Those have a great potential to allow me to reflect on who I am, what I personally might want to do in a situation. Games without choice, those have a great potential to become art, I think. Art is not about choice. Art is about control, and the measured effect a converging set of elements will have upon an audience. I think, as games evolve, there’s a lot of room for either category to evolve within the canon of gaming.
WO: You also got me into Left 4 Dead, and I know we’ve spoken of this quite regularly (or even too regularly, arguably), but what would you do in a real life zombie apocalypse? Run or shoot? Both?? And has Left 4 Dead trained you in survival skills and team work?
IB: Both! Run and gun! I would hope that if there is a zombie apocalypse, you’d be in the states, or Meg and I would be in Australia, because then we’d only need one more for our team of four….teams of four seeming to be the way to go about surviving zombie apocalypse. If the Left 4 Dead games are adequate training for ‘Z day’, and I have every reason to believe that they are, I think the zombies had better find some non-gaming country to take root in first. Have you read the blurb Valve sent out? Since the launch of Left 4 Dead 2, over 28 billion zombies have been killed. That’s quite a few more zombies than there are people on the planet, so I think our odds are pretty good. Thanks to Valve, of course!
WO: What game genres do you enjoy?
IB: Shooters and RPGs are my two favorites, but I also really enjoy action games, the occasional racer, and a quality platformer here and there. And every once in a while a puzzle game comes out that I just. Can’t. Put. Down! And by that I mean Lumines. In which, if I remember correctly, you currently hold one more Achievement than I do…mostly though, I just like a really well-made game.
WO: How would you rate your experience with the 360 against all the consoles you’ve played?
IB: Oh no, don’t make me rate things! I love my 360. I didn’t think another system would come out that would challenge the Dreamcast as my all-time favorite system, but…well, they’re neck-and-neck, really. And soon, the Dreamcast may be running more on nostalgia than anything to keep up. That nostalgia was well-earned though, so there’s nothing wrong with that. I think the Dreamcast library still holds the highest average rating for games, which tells me my Dreamcast lenses aren’t too rose-tinted…
WO: We’ve mentioned that you’ve written papers and presented talks on the medium of video games. In an ideal world, how would you like the industry to be seen? And for you currently, are games art?
IB: I’d like the industry to be seen as something other than simply children’s toys. I’d like it to be seen as another aspect of our culture, just as books, movies, and television are. I think the whole games as art thing took a wrong turn somewhere. Why is everyone obsessed with finding the equivalent of Citizen Kanein a game? What made Citizen Kane such a definitive piece of art, presented as a movie, was that it presented the art as only a movie could. There are things done in that movie that you simply can not do in a book, or on the stage, or in a painting. Who says this hasn’t happened in games yet? Who says this has to happen in games for games to be art? Where is music’s Citizen Kane, or painting’s Citizen Kane? You could give multiple examples, I think, very readily. And I think you could with games as well. That just one example springs to mind for so many people may just highlight a lack of art in the movie business, I could argue. I’m not going to, but…you know. Games are art. Everything is art, if you want it to be. What the heck is art, anyway? As far as i know, no one’s ever given a definitive answer to that question.
WO: You are also a married gamer =) How does being married fit in with your gaming lifestyle?
IB: Well, I try to only game after my wife’s fallen asleep, because she doesn’t enjoy games as much as I do. And the games she does like mostly don’t involve me running around in the same eight or so multiplayer maps shooting zombies or Nazis or covenant, so I try to spare her that. But she has gotten into a few games, which has been fun. We spent a lot of time playing Lumines together, which she became very good at extremely quickly for someone who doesn’t play games at all. She’s a natural! And when Bioshock came out, I was not allowed to play while she wasn’t there. Not so she could play, but just so she could watch as the story of Rapture unfolds. We’re now playing through the second one, in fact! Mostly though, I’m really thankful that I found a woman who’s willing to put up with my gaming habits. Because once I get into a game…well, the game never stands a chance would be one way to put it.
WO: What games have stood out for you this generation? What has made them special?
IB: I know it keeps coming up, but first and foremost, Bioshock, for all the reasons we’ve already discussed. And most recently, Dragon Age, for its incredible plot juggling, and the way the writers wove so many characters together, each with their own unique story. Modern Warfare stood out as well, not for its story, but for its ability to set the bar for intensity, and its novel approach to multiplayer. By offering XP rewards, the game effectively removes a lot of the frustration of losing an online match. And Elder Scrolls: Oblivion too. I know that kind of game has been around for longer than this generation, but I feel this generation was the first to truly afford developers the resources they need to realize the level of exploration and customization they desired from the worlds they create. And it was a much smaller game, but Braidreally stood out as well. The indie scene has made a triumphant return to gaming concurrent with the rising popularity of downloadable titles, and Braid embodies everything I’d want to expect from that indie scene: a smart game, beautifully presented, that pushes and bends the genres it occupies with new ideas from a young developer.
WO: What are your views on the ‘casualisation’, shall we say, of the market – what with the appearance of the Wii, followed by the upcoming PS3 ‘Arc’ Motion Controller and the Xbox 360 Project Natal
IB: Well…I’ll say this about casual gaming: at least its helping games to occupy a place within our culture, rather than just in the toy chest. That said, I’m not much of a casual gamer. The Wii doesn’t do much for me, although I would love to play through the new Mario and Zelda games. And honestly, I’m more interested in Natal as a remote control substitute than I am a game controller. I do think it could prove to be an important step toward developing something much more exciting in the future, but for now, it all feels just a little too gimmicky for me.
WO: To wrap up, lets say you can only take three games with you onto a desert island – which ones would you bring along?
IB: Three?! You’re killing me here! Ok, ok…um…Bioshock. Half-Life 2. Ocarina of Time.