Fast Forward
It occurred to me the other day, during a brief section of respite in Call of Duty 3 that such respite is actually my favorite portion of the game. Treyarch and Pi Studios have an enthusiastic grasp on nearly every facet of America’s favorite war. The weapon models are etched with so much affectionate detail that mere museum pieces pale in comparison. The theaters of combat and individual battles are scrupulously researched to provide just about as much realism as possible in a video game. Even the voice acting seems to carry the enthusiasm of, well, the neighbor kids and I playing “guns” in our long mutual strip of backyard twenty years back. Within all this din of war, however, the invisible elephant remains undiscovered. Firefights and heroism are made meaningful not by surrounding them with other firefights and heroism, but by the careful balance of such violence with more literary pursuits. The Call of Duty series has long ceased to stir my deeper emotions as I react to yet another battle by alternating my yawns with unsportsmanlike frustration.
If you still have your doubts, I suggest this experiment. Boot up any Call of Duty game, find a safe spot to hunker down in, and watch your teammates squat-running around. Looks ridiculous doesn’t it? Next, put in the Saving Private Ryan DVD and watch it on fast forward. Notice any similarities? Any game which features human characters faces a similar dilemma. The “uncanny valley” response applies not just to facial characteristics, but movement speed as well. Developers try to straddle the bucking bronco of boredom vs. 30mph walking speeds as best they can. The results are not usually pretty.
When presented with their fast-forwarding characters, game devs are quick to suggest that the slow moving suspension building which works so well in plays, movies, or literature simply won’t work for games. Interactivity, they argue, creates unique pressure for the designers to provide something for the player to “do” at all times. Precious few games have been brave enough to try out a few sections devoid of filler combat. Is it coincidence that these games have been some of the most critically acclaimed of all time? I don’t think so. Half Life 2 is one example, a game which successfully creates rising and falling tension on a small scale many times over its length. Even more poignantly, Shadow of the Colossus successfully includes huge sections with no traditional gameplay whatsoever.
Hypothetically, let’s say Treyarch got the idea to give Call of Duty 4 the Shadow of the Colossus treatment. I love how the poetic title of this PS2 masterpiece suggests its gameplay. Most of my time was spent not in the battle, but literally in the Shadow of the Colossus, or in other words, traveling the carefully crafted build-up to the mind shaking climax of that boyish arm with sword raised. Of course, I was still “doing” something in the downtime, alternating between holding my sword up to the sun, perfecting my horsemanship, and ogling an incredible beautiful landscape. No other game, before or since, has so eloquently presented the moral scaffolding of killing for personal gain.
“Oh dear, but how could these ideas possibly transfer to WW2?” our anxious and budget conscious publisher asks. First, real war doesn’t have very many firefights in it, so this build-up idea adds to the realism checkmarks we can put on our box. Next, the gameplay concepts have been proven by Shadow, so additional risk is not really being added. For example, we could take the blindingly obvious route and simply copy what Shadow has already taught us. Replace magical swords with an equally intuitive compass and bearing taking minigame. Replace horsemanship discoveries with other interesting diversions, such as striking up AI conversations with civilians, learning to take advantage of native birdsong as an early warning system, weapon cleaning, or even gathering a little bean-cooking havok-powered firewood. I could go on all day here. The point is that such tension building would create an environment where killing NPCs might actually stir real emotion.
Imagine a day spent in this hypothetical Call of Duty 4.
I was rudely woken at 0200 hours by an urgent whisper from Sarge. The new orders had arrived. It was up to me to locate a feasible approach to the Eastern flank of Mayenne. It’s possible he mistook me for a guy who knew his butt from a shell hole after my little performance at Saint Lo. I wiped yesterday’s mud off of my compass and shakily unfolded my map. After leading us in circles for several hours and narrowly avoiding a fistfight with Davis, I did manage to get on the right track and stumble upon the gorgeous skyline of Mayenne by sunrise. The smoke pouring off the bridge got me thinking that we’d missed the party, but the scream of artillery soon changed my mind.
We double timed it downtown and got into the first building we saw. I was so juiced up by this point I could only stare when Jerry flushed out of the bedroom like a spring turkey. Thankfully, Sarge didn’t have the same problem and laid him out. Killing a man is a funny thing. I honestly hope I don’t ever have to.
The single most disturbing aspect of fast forward game design is the absurd amount of art that gets completely ignored by the player. Forced to exist in that perpetual Call of Duty firefight, I’m simply not able to appreciate the kilohours of design and artistry all around me. Virtual reality isn’t about copying regular reality; gaming is all about the hyperreal. I tend to think of a given piece of level design as something between sculpture, architecture, and interactive painting. When I’m not given the opportunity to fully absorb this art, I get cranky. Maybe I’ve been spoiled by Okami, Shadow of the Colossus and Half life 2, but the fact remains that artful suspense is fun while mindless killing remains the opposite.
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8. March 2007 at 20:31
If you remember back in the first game, the russian missions had you playing a sniper for a long stretch of the game. Moving first through the tunnels, and then picking off the nine or so snipers in the apartment building. Those are the missions I cannot stop replaying. I guess it’s just me, but I like the calm precision with which you get to take your shots. Interspersed with a few intense fire fights, and the occasional hunt for that one last sniper over your head in a bombed out building, it was perfect.
I wish more games had missions like that, and perhaps CoD 4 will have some sniper hunting, or more sniping missions. I’d personally love to have the feeling I’m playing Enemy at the Gates. (Just not as Ron Perlman.)
8. March 2007 at 22:13
Am I the only one who had severe problems with the game? It kept freezing on me during the single player campaign and enemy soldiers were literally flying in the air without me shooting them.
Bob Hasko
www.TeesMyBody.com T-Shirts
9. March 2007 at 00:01
Was that the Wii or the 360 version? Personally, other than very slight choppiness in a couple cut-scenes, I had no problems whatsoever. In fact, on the 360 version, the frame rate was almost universally 60 fps. Practically unheard of in a console shooter.
9. March 2007 at 13:39
This will probably not go down well, but I think the downtime in shadow of the collosus is highly overrated - slowing down a game can be done well, I’m sure, but that game was not an example of it.
9. March 2007 at 16:30
In my opinion, a perfect example of downtime/tension building that is NOT done well would be World of Warcraft. Travel time is a large part of the game; but the only thing to do while traveling is hop and judging by the shear number of bouncy balls bobbing around Azeroth, players are fairly desperate for something to occupy their travel time. For another example, I’ve witnessed my wife put on auto-walk, alt-tab, and start doing something else. In a few extreme cases I’ve even seen fights break out over who has to forge a path, and who gets to set “follow” mode. The mere fact that there exists an “auto-walk” button should have told Blizzard something. . . but I digress.
On the other hand, in Shadow, there is a lot more to traveling then just clicking auto-walk. First you have a whole series of horsemanship tricks, which (and this is important) are not explained but must be discovered. Secondly, you have the necessity of stopping to get your bearings. This doesn’t seem like compelling gameplay, but it does honestly add to the feeling of being on a journey, instead of being stuck in a poorly designed video game. Additionally, the terrain itself presents interesting challenges without feeling contrived. I’m not really sure how best to explain this part, but as someone who has been a hiker for nearly his entire life, I can say that Shadow comes the closest to that feeling you get after finding a way around that swampy bit and getting back on the trail.
Lastly, Wander’s horse, Agro, manages to be a character instead of a vehicle. Even the mighty Twilight Princess completely fails in this regard. It’s a tricky and subjective element, but it can be accomplished. First, Team Ico, didn’t skimp in the AI and animation for Agro. You almost never catch the horse doing something robotic looking; such as walking in place, spinning instead of turning, or standing half clipped into an object. The AI is also formidable and Agro manages to seem like he’s got a mind of his own, all while coming promptly and realistically when called.
Basically, it’s a lot of tiny details that come together to create Shadow’s travel gameplay. It has to be practically invisible stuff. Otherwise it wouldn’t be working :)
9. March 2007 at 16:34
world of warcraft is the perfect example of how not to handle downtime, that is true.
11. March 2007 at 17:02
Great ideas, I would like to see something like this. Band of brothers seemed to do this a bit better in some respects.
12. March 2007 at 00:33
I like the corridors in Resident Evil that have drapes blowing and ambient noise. That’s a game that makes you look around for puzzles to solve in between murdering. Or vice-versa. At any rate, building on what Triaxx, I think those sort of moments could be replicated with sniper missions as well as leading your crew as a scout. Does this make anybody think about Jaffe’s GDC comments on the Chinese-America war game?
12. March 2007 at 13:06
Blight
Did you mean Brothers in Arms? I always loved what that game was doing in Road to Hill 30, but eventually had to set it down due to frame rate problems. Their Unreal Engine 3 sequel, Hell’s Highway, looks to have even more framerate problems, but maybe its time to pick up the original game and give it another try on a fast video card. their squad based stuff and tactical feel was really ahead of its time.
17. March 2007 at 16:36
Jake,
Yes I meant Brothers in Arms :)