In Round 1 of our Vs. Mode exchange with MTV News reporter Stephen Totilo (also featured on his blog Multiplayer) on Valve Software's Portal, Totilo explored the business that might prevent other Portal-alikes from making it to market while making the creative for why developers should persevere nonetheless. We praised Portal's minimalism. In Round 2, things got more heated as Totilo insisted that Portal had characters and story; we kept it minimal and said no. In today's Final Round, the discussion goes haute middlebrow as Totilo makes his case more forcefully and we rebut his argument with dictionary definitions, category lists and a little help from our friends. Read on:
***
To: N'Gai Croal
Fr: Stephen Totilo
Date: November 15, 2007
Re: As The Reverend Said, I Am Somebody
N'Gai,
I'm
closing in on the end of MTV Gamer's Week and am pretty wiped out. So
let the record show that if you get the better of me in any more of
this exchange, it's because I'm tired. Wiped out. On my last leg. It
couldn't be for any other reason. I mean, it's not like you've proven
that you can beat me in a video game argument before.
But still. I've got some Portal patter left in me.
I
can't drop our discussion of story or character. You've pushed back on
both points and I think they're well worth considering some more.
You
said, of the individual we play as in Portal, that "a character she
most certainly is not." She may not fit dictionary definitions of
character to a T, but I think she might be a video game character.
You
said, of me, "you still haven't managed to convince me that there's a
story in Portal." There may not be a story that fits the definition of
"story" to a T, but maybe there's a different kind of story being told
that doesn't waste time with the way video games often fail at telling
stories.
I take all your skepticism to heart. I hear you. But
what I'd like to consider is that when it comes to the still nascent
medium of video games maybe terms like "character" and "story" are best
applied and developed differently than they are in other media.
Let's
consider the prospect that Portal's lead person is a character. Whether
the identity of this person who I control is "Chell" or me, she is,
either way, defined clearly to me in the game as the test subject of
GLaDOS. I/Chell begin the game in a specific situation, in a
glass-walled room. I/Chell am put through a series of tests, all the
while cajoled by GLaDOS to do more. I/Chell are teased with the
prospect of rebellion and eventually "decide" to partake in it. We are
addressed; we are reacted to. Do we have characteristics? Am I/Chell lazy? Funny? Dishonest?
Italian? There's so much we don't know. I'll grant you that.
I
couldn't cast I/Chell in a movie, that's for sure. But I can tell you
some things: she's a she; she's a test subject; she's willing to follow
orders only to a point; she doesn't get tired when she runs; she has
20/20 vision; she cared about a companion cube; she was willing to kill
her boss/captor. Were these all traits programmed into her by Valve?
Were some of these brought into the equation by me? Well, sort of. Did
I really bring my concern for the companion cube to the game myself? Or
did Valve cull that out of me, essentially grafting certain actions and
reactions onto me, puppeteer-ing me? Where exactly, in the spectrum
between "Chell"-ness and Stephen-ness, is the character I control
defined? And if it's somewhere in the middle, is that not possibly a
proof of how a character in a video game is defined differently than
one written about in a page or displayed on a TV screen?
I've
previously likened video games to movie scripts. I'm talking about
linear games, of course. Games where a series of events (trying to
avoid saying story yet--but trying to make sure you understand I mean
BioShock and Final Fantasy and not Wii Sports or Gran Turismo) happen.
Game developers present players a script to read; a role to play. Some
games allow us more leeway to interpret our role than others; some
games let us play differently than others. When I play a linear game
and jump through its hoops I am somebody. That
somebody isn't just what the script-writer wrote. It's partially me.
But that role isn't just an avatar either.
Part of what I liked
about Portal was the role I was offered to play. I was someone I am not
in real life. I enjoyed starting in a cage, being introduced to my
benevolent jailer and then rebelling. I feel I played a role. I feel I
was a character.
Am I just arguing semantics with you? Is this
really a big who-cares? I don't think so, because I think that if it
can be argued that Portal has done enough with character --if it can be
agreed that they have written the lead "character"'s role sufficiently
-- then we can point to this game as a lesson on how to prune back some
of the over-writing we see applied to other game's main characters.
As
for whether there's a story here, I say there is. It's the story of
rebellion I described above. Portal isn't just a series of things that
happen. It isn't mere sport. Character(s) live and die (?). Minds are
changed. Cake is offered. Ultimate revenge is teased. Beyond that, we
are informed that the Aperture Science exists within the Half-Life
universe. These guys are rivals to the Black Mesa scientists. There's a
world around this whole thing. Is this a story I could write as a book
or make into a movie? Not without a lot of added details. But certainly
this game is more Puzzle Quest than Bejeweled.
What do you feel
is missing that leaves you unconvinced that Portal has a story? I want
to know, because I'd like developers to believe me when I say that the
story in Portal is plenty of a story for me. I'll take more story if
need be, but, really, keeping it as simple as Portal does is just
dandy. I don't need a love interest, or quest for three sacred gems, or
a series of side-missions that require me to talk to people who stand
outside their huts all day to make a game qualify as having a story.
Come on, N'Gai, can't we tell people there's enough story here? Think
of all the extraneous voice-overs and text boxes we'd be sparing
ourselves in the future.
Attention game industry: ignore N'Gai unless he agrees with me. So many of you are over-writing.
Alright.
Physics. You asked how I'm feeling about them now that I've finished
Portal. Yes, I've been very skeptical about the application of physics
in games. I've played hundreds or thousands of games and I've never
felt I really needed physics. When game companies demonstrate their
in-game physics, they tell me that this will let doors break and cars
explode in new ways every time I play their game. OK. But will it make
the game more fun? I don't like stacking boxes in games that have
realistic physics. Maybe I would if I was able to use a realistic hand
with several realistic fingers to stack them. But if game controls are
going to offer me a dumbed-down way of interacting with a dumbed-down
version of the real world, then give me dumbed-down physics, please.
I
wrote about this topic last year, in a piece in which I quoted Jade
Raymond, Shigeru Miyamoto and some other fine folks about the pros and
cons of physics. I
cited a couple of examples where I found more promising use of physics:
a sinking aircraft carrier mission in Army of Two and some
crowd-pushing stuff in Assassin's Creed. So I saw glimmers of hope back
then.
Portal has made me no greater fan of physics. I'm still
more annoyed than charmed when I try to place a box on a switch and
watch it tumble off because I didn't place it just so. I'm still not
convinced I benefit as a gamer because the turrets I can knock down
will tilt, twist and topple in realistic fashion. But, boy, did I ever
like some of the physics that affected me: my character's acceleration
while in free fall, to be specific. Physics involving the rest of the
Portal world? I'm still not seeing any gameplay superiority over canned
animations. The exploration of the physical properties of my own
character? I'm into that.
Hey, if you can remain a skeptic about this story and character stuff, can I remain a skeptic on physics?
Since
you've been so deft at assigning me topics for my letters, might I do
the same for yours? I'd like to know what you think of the length of
Portal and whether it is the size game you think other developers can
and should make. I'd also like you to bring this discussion full
circle. You never did say what you thought the business side of the
gaming industry should make of Portal. You're a more astute analyst of
the money part of the industry than I am. Do you think Portal will
change any decisions being made in corporate boardrooms?
Oh, and there was cake at the end of the game. I saw it myself. No lie.
Now it's your turn. Close the show. And in the spirit of the game, please end with a song.
-Stephen
***
To: Stephen Totilo
Fr: N'Gai Croal
Date: November 19, 2007
Re: Critical Error
Stephen,
I
know how you feel, man. I'm still pretty fried myself. Between a lack
of sleep due to my scrambling to get a bunch of things done before my
trip to the West Coast and an epic recording of the 1UP Yours podcast
upon my arrival (nearly three hour running time, with copious drinking
throughout), I've definitely seen better days. But given your inspired,
thoughtful post above, I'm fully motivated to push through the fog—two
parts alcohol, one part a typical morning in Silent Hill San
Francisco—and deliver some closing remarks that will hopefully match
the bar that you've set. And if I seem a little abrupt in my response,
it's only because I'm jamming as fast as I can so that we can get this
Final Round out to our readers before their Thanksgiving vacation begins.
You're
correct that we need to appropriate words like "character" and "story"
and use them in discussions of videogames until better terms or more
native terminology comes along. Part of the challenge of writing
critically about videogames for a non-academic audience is establishing
a common language that encapsulates some of the more difficult or
nebulous concepts, but as I told the folks at GameCritics.com in an
interview earlier this year, it's a necessary endeavor
[http://www.gamecritics.com/interview-with-ngai-croal]. Fortunately, in
this case, there is a word to describe Chell, and you've already been
kind enough to use it.
That word is "avatar." Returning to
Dictionary.com, here's what we're given as a definition:
1. Hindu Mythology. the descent of a deity to the earth in an incarnate form or some manifest shape; the incarnation of a god.
2. an embodiment or personification, as of a principle, attitude, or view of life.
3. Computers. a graphical image that represents a person, as on the Internet.
Interestingly enough, all of those definitions are relevant to videogames. Let's start with the first.
I've
long believed that there are five types of player roles in videogames,
i.e. where the player is located relative to the (inter)action taking
place before their eyes. What are they?
1. The player as Monotheistic God.
In games like The Sims and Sim City, there is no god but us. We are
omnipotent and omniscient, free to shape and mold the world as we see
fit, though we do have to manage the consequences of our decisions and
the reactions of our creations.
2. The player as Pantheistic God.
Think strategy games like Starcraft, Command & Conquer and Desktop
Tower Defense, or sports titles like Madden NFL or NBA 2K. In these
titles, we have some of the divine attributes as the monotheistic god:
the ability to place units, harvest resources, direct attacks, call
plays, shuffle lineups, switch control from athlete to another, etc.
The difference is that we are simply one god among many, so our
omnipotence and omniscience are radically reduced. Instead, there are
rival gods--AI-controlled opponents--who have the same abilities that
we do, and who must be defeated before they can defeat us.
3. The Player as Guardian Angel.
In games as varied as Pac-Man, Super Mario Bros, The Legend of Zelda,
Final Fantasy, Metal Gear Solid, Grand Theft Auto, Halo and Gears of
War, we guide our neither omnipotent nor omniscient onscreen
protagonist(s) through a series of situations and confrontations to
safety and victory. They're generally presented to us as capable and/or
determined, but without us seated on their shoulders, guiding, nudging,
jumping, shooting and otherwise pulling the strings, they won't make it
through. (Or at least we won't see them do so.)
4. The Player as Actor.
Here, the player "inhabits" the role of the protagonist--appropriate,
since actors were referred to as "players" in Shakespeare's day--as the
developers do their best to collapse the distance between us and the
avatar. That would be Half-Life, BioShock , and yes, Portal. Here, the
hero is silent, even in non-interactive or minimally interactive
cutscenes. We rarely or never see their/our faces or bodies. (We do, of
course see their/our hands and forearms--how else would they/we kill
their/our enemies?) Any other traits that would truly give the
protagonist an identity--"The distinct personality of an individual
regarded as a persisting entity; individuality," says Dictionary.com--distinct from our own.
5. The Player as the Player. In games like Tetris, Bejewelled and Scrabulous, the player is located not within the action, but completely outside of it.
These
categories aren't airtight--as you and our readers will most certainly
point out--particularly categories 3 and 4, where the line between the
two can be blurry. Take the Metroid Prime games, for instance: even
though Samus Aran is silent, we see her armored suit in cutscenes; we
see her reflection in her visor; we see her morph ball when we
transform her. So which of the two categories, 3 and 4, do the Metroid
Prime titles fall into? Where should we slot vehicular games, like
racing games or flight sims? Twin-stick shooters? Massively
multiplayer online games? Can a single game shift among various
categories, like Puzzle Quest (3 and 5), Battlefield: Modern Combat (2
and 4), or Spore (all of the above)?
I don't have this entirely
figured out yet, but it should help explain my skepticism about your
insistence that Chell is in fact a character, even by the lower
different standards of videogames. Take Metal Gear Solid 2: Sons of
Liberty. Solid is a grizzled, cynical, war-and-world-weary black ops
veteran, while Raiden is an eager, impetuous, somewhat naive rookie
agent. I know these things because they are depicted in the game. Can
you tell me anything similar about Chell--anything besides restating
either the premise of the game or simply recounting your actions during
the game? You say, "she's a she; she's a test subject...she doesn't get
tired when she runs; she has 20/20 vision." I say, given GLaDOS's
references to "android hell" in Portal, how can you be certain that she
isn't actually an "it"? You say, "she's only willing to follow orders
to a point" and " she was willing to kill her boss/captor." I say
you're mistaking game progression for character development. You say
"she cared about a companion cube." I say, where's the evidence? I
didn't see any tears or hear anything approaching remorse. In fact,
didn't GlaDOS say that you/we/Chell terminated the companion cube
faster than any other test subject?
You then go on to write:
Were
these all traits programmed into her by Valve? Were some of these
brought into the equation by me? Well, sort of. Did I really bring my
concern for the companion cube to the game myself? Or did Valve cull
that out of me, essentially grafting certain actions and reactions onto
me, puppeteer-ing me? Where exactly, in the spectrum between
"Chell"-ness and Stephen-ness, is the character I control defined? And
if it's somewhere in the middle, is that not possibly a proof of how a
character in a video game is defined differently than one written about
in a page or displayed on a TV screen?
The
traits of the role of Chell are defined by Valve solely in terms of the
range of actions they allow you to undertake. Anything else you
experience in terms of character is derived from what you bring to the
table, because Valve's writers have deliberately written her to be so
thin as to be transparent, presumably so that we can project ourselves
upon her without any contradictions. Going back to Metal Gear Solid 2
example, I can play Sold Snake as if he were a naive rookie or play
Raiden as a cautious vet, because the game is written in such a way
that the two characters have personalities that are distinct from the
manner in which I play the game. By design, this is not so for Portal.
The
thinness of Chell's characterization is mirrored in Portal's narrative,
a word I've been deliberately using instead of "story" to describe the
events in Portal. My choice of words prompted reader tilt3daxis to
write in my comments section, "I'm slightly confused, N'Gai, about your
distinction between story and narrative. Is it simply a matter of
semantics or is there something deeper that I'm missing?"
As I see it, a narrative is a series of events, one after the other, as
in, "this happened, then this happened, and then this happened." A
story contextualizes the events in a narrative by including
perspective, context, point of view, backstory, etc. Now GLaDOS could
be said to provide all of those things...but by her own admission, she
lies, so the only events we can trust are the ones we see through
Chell's eyes. In other words, all we can trust is the gameplay. (As I
said before, that's also why I keep insisting that we don't know
whether or not the cake is a lie--the POV of that shot isn't Chell's,
so why should we trust its authenticity?) We don't even know if we can
trust the "facts" described by GLaDOS on the lyrics to "Still Alive."
Are there people who are still alive? Is she experimenting on them? We
didn't see any other people--even if we want to believe Portal's
embedded narrative of the person(s) who scrawled notes and messages and
posted photos on walls inside of Aperture Science, how can we be sure
that GLaDOS didn't plant that graffitti herself--so how do we know that
they in fact exist. Portal, then, is "The Usual Suspects" of
videogames, with GLaDOS as its Keyser Sose.
You say that "[I]f it
can be argued that Portal has done enough with character--if it can be
agreed that they have written the lead 'character''s role
sufficiently--then we can point to this game as a lesson on how to
prune back some of the over-writing we see applied to other game's main
characters." I've already said that the writing in Portal should serve
as a lesson for how much other developers can pare back their own
writing, but not because Portal has a lead character other than GLaDOS
or has a real story. While I was in San Francisco, I ran my Five Player
Roles theory past game journalist Jane Pinckard. She hit me with an
alternative explanation. Hers comes from the game's perspective rather
than that of the player: videogame protagonists are either puppets or
masks. Puppets are characters that the player manipulates; masks are
roles that the player inhabits. Portal doesn't have a story; it has a
slim premise, a series of action puzzles, an unreliable narrator and a
conclusion. Nor is Portal's protagonist a character; she is a mask.
Still,
none of what I'm saying is meant to disparage Portal. In fact, it's
just the opposite. What's great about Portal's approach is that
suggestive spareness of the plot and the absence of characterization
leaves us plenty of room to fill in the blanks with our imagination,
which, when supported by a framework as precisely and elegantly thought
out as it is here, delivers a more powerful final product than many
other games that give us plenty of characterization and story but
precious little genuine mystery. If Manhunt and BioShock interrogated
our unquestioned willingness to take orders from someone we've never
seen, Portal goes one step further and questions the very nature of the
person thing giving us those orders; like you said, Valve's
puppeteering of its players. So in keeping with that, I won't be
following your orders. I'm not going to tell developers that Portal's
slender narrative is what they should all aspire to, because I don't
believe in one size fits all solutions. I won't opine on whether game
publishers should create games as short as Portal. And I'm not going to
write a song. It's far too late here on the West Coast, and I've got to
get up in a few hours. Thanks again for playing, and I'm looking
forward to our next Vs. Mode, which should be more light-hearted.
Sleep mode activated.
Shutting down.
Goodnight.
Cheers,
N'Gai
To read Round 1 of our exchange, click here. For Round 2, click here.