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Camera Eye, CG-Eye

 
  

Page: 1(2)3

 
 
Spatula Clarke
20:29 / 29.01.08
Killer7 actively encourages that through looking and sounding like absolutely nothing else on Earth.

MGS and cutscenes... it's odd. They should make you disengage from the game, but they have the opposite effect - they drag you even further into its world. A large part of that is because of how consistent the two parts are - the cutscenes are all in-engine (that is, they use exactly the same graphics tech as the game parts and therefore look identical, as opposed to being prerendered and clearly being seperate creations, shoe-horned into the middle of the game) and they take place within the areas that the game does.

And MGS plays with players' preconceptions all the time - all three of the main series games do, as do the side-stories on other formats.

I don't know if it's mentioned in the thread, but one of the bosses in the first MGS - Psycho Mantis - has a cutscene where he tells you that he'll show you how powerful his mind is. Put your controller on the floor and I'll move it. And he does - it's just a signal being sent to the rumble device inside the controller, telling it to shake and, therefore, making it snake across the carpet, but it's an element of interaction that you don't get in other games' cutscenes. Interaction that breaks out of the traditional confines of the game, too - games don't generally affect the player's actual reality in that way, drawing attention to their own nature as games, with a nod and a wink. Psycho Mantis also 'reads' your memory card to tell you that he knows what other games you like to play. It's all cutscene, but it's cutscene with much more interaction - even if passive interaction - than these things normally have. Certainly more than anybody had been exposed to before. MGS broke so much new ground, it's impossible to fully appreciate now that everybody else has tried (and failed) to copy it.

The most important thing is the perspective, the camera. You always see Snake from the third-person – you can switch into a first-person view, but only for scoping out the area and only while stationary. There’s actually been quite a bit written on this, casually, over the years – the connection that you can form between the player and the player-character by showing the player that character. I think I touched on it in the MGS2 thread. It’s where a lot of early polygon-visual FPS games fell down – they thought that they could make the player identify with the character only by showing that character, what ze looked like, how ze moved, but in an FPS, you can only do that in cutscenes, because the rest of the time the very nature of the game means that they’re invisible to the player. And what actually ends up happening is that it sticks a dirty great barrier up between the player and the player-character, because when you *do* get to see the p-c, during those non-playable sequences, they look nothing like you thought they would, nothing like the image in your head. And they're never animated properly, either, because the developers haven't had to think about how the p-c should be seen to move as ze is never observed doing that through the majority of the game, the bits that people play. That's why when you play a FPS and look at 'yourself' in a mirror, you see hir move about like a wooden doll with no joints, why when you press 'jump' in front of that mirror, they just launch from the ground in a completely unrealistic manner. And that carries over to the cutscenes, the atrocious and entirely unbelievable animation.

So, third-person games are, rather ironically, more effective at allowing the player to identify with the character that they’re controlling. If you can see them all the time, you form that link – they become an extension of yourself. And within MGS, that’s why the cutscenes don’t jar – because those scenes, you’re the character. Even though you’re not controlling him, you’re him – you’ve become him while you’ve been playing. Even though he doesn’t act the way that you would, the cutscenes are so frequent that there’s no barrier – you know precisely how Snake acts, who he is, because you get it so often.

And there’s also the fact that the rumble in the controller continues to be used during the cutscenes where appropriate. Again, no break – it’s all about consistency of experience.

I'll skip MGS2 for now, because the other thread covers it, and also because MGS3 is a far more important game in the context of this discussion.

MGS3 is the only game in the series to take place in the past, and a recognisable past at that. It combines real world politics with a film with a game. Like all MGS games, the key to its success is that it's more aware of its own nature *as* a game than... well, pretty much any other videogame ever. When enemies are alerted to your presence, you know because a huge comedy ? or ! appears over the top of their heads. Things like that. Kojima takes an insane amount of flak from people attacking him for being a frustrated film director, but that completely misses the point - he's not that, he's an inspired games creator who loves movies, and grabs whatever takes his fancy from that medium to twist it into a brand new shape.

Oh, this isn't the post that I wanted to write about this game, but it's still so close to my heart, a game that menans *so* much to me on loads of levels, that it's really difficult to pull it apart in this way, to explain precisely what it is that it does. I think you're in a better position than most gamers when it comes to looking at this game and appreciating it properly, W, because the problem with most of its critics is that they have no udnerstanding of other media. Gamers are generally bad at looking at anything else with a serious, critical eye, but that's something that the MGS games demand.
Arg, etc. I want to link you to some vids, but I don’t know if watching them without playing the game is doing it a disservice. Scrub that, it definitely is, but it might give you a little better understanding of the unique way that it combines different disciplines.

It’s just so… languorous. *That’s* what its detractors hate, I’m convinced - the fact that Kojima takes his sweet time on every scene, instead of ripping through them as quickly and as cheaply as possible. The people who complain are the people who don’t understand how important it is to allow yourself to become drenched in a game’s setting sometimes.

Watch this video – this is still the beginning of the game, you’re still getting the backstory and having the controls explained during the gameplay sections. It might be a drag, but watch it all the way up until the eighteen minute point. By this point in the game, you’ve probably been playing for a couple of hours at least. So you think you’re in it – you’ve had intro credits, you’ve had a decent-sized chunk of play, you think it’s going to start off properly. You’ve become totally immersed in the game’s sense of time and place, thanks to some superbly-designed costumes and settings, along with a unique use of colour (very earthy tones throughout, like there’s a wash of red muddiness over the screen). No game before this – and, still, no game since – has ever set itself in a highly political 1960s nuclear-threat thriller.

And then, after that couple of hours of letting yourself get swallowed up by that time and place (and eighteen minutes into the above linked vid) there’s… well, just watch it. I don’t want to spoil it. Watch it first, then we’ll come back to it.

Sorry, this is a very messy post.
 
 
miss wonderstarr
21:35 / 29.01.08
I am enjoying this kind of tutorial with examples!


I don't know if it's mentioned in the thread, but one of the bosses in the first MGS - Psycho Mantis - has a cutscene where he tells you that he'll show you how powerful his mind is. Put your controller on the floor and I'll move it. And he does - it's just a signal being sent to the rumble device inside the controller, telling it to shake and, therefore, making it snake across the carpet, but it's an element of interaction that you don't get in other games' cutscenes.


Sounds like the device mentioned on the other thread, where there's a code on the back of the CD case... no, the real CD case, the one in your real world.

And more fundamentally, it sounds from this thread and the last that MGS does a lot of experimenting with the relationship between player and avatar ~ player-world and avatar-world. I'll try to pick up on that in my response to your subsequent paragraphs.




So, third-person games are, rather ironically, more effective at allowing the player to identify with the character that they’re controlling. If you can see them all the time, you form that link – they become an extension of yourself. And within MGS, that’s why the cutscenes don’t jar – because those scenes, you’re the character. Even though you’re not controlling him, you’re him – you’ve become him while you’ve been playing. Even though he doesn’t act the way that you would, the cutscenes are so frequent that there’s no barrier – you know precisely how Snake acts, who he is, because you get it so often.

I wrote something on this years ago about the player's relationship with Alice, in the American McGee game, along similar lines I think ~ you are Alice, but you can also feel some responsibility for her, even some horrified guilt in her gory death cut-scenes (where you're not her any more, and you're broken away from that link ~ you lose control, the puppet-strings are cut, and in a kind of out-of-body uncanniness, you're obliged to watch this teenage girl die because of a mistake you made. That's where the bond between player and avatar is severed, maybe in a way analogous to the human/daemon split in Phillip Pullman).

I think the same is true in GTA ~ you feel CJ is "you", as you're buying clothes, taking territory... you don't say "CJ shot up that car" but "I shot up that car". But when the car plunges into a lake and the camera rises above it like his soul, watching it sink, I think you resign yourself, set down the control and sit back sadly as CJ dies... you don't feel you're dying, of course. (Or would you say "I died?" Maybe).

In the MGS thread someone suggests that it's easier to identify with a fleshed-out character than a blank slate like Raiden. That's worth investigating, and it's interesting. Is it harder to connect with the (I think nameless) gangster kid in GTA III than it is with the more developed player-characters of Vice City and San Andreas? How does that tally with, say, Scott McCloud's idea that we identify more with simply-drawn characters, because they echo our internal perception of how we look, whereas complex drawings of people signify the "other", the external person we're looking at and talking to? If you didn't see your avatar in an FPS, would that be easy to immerse yourself into? Would you feel that represents "you", or would it be you inhabiting the character, just as part of you (again, like human and daemon) seems to inhabit the character you can see and control, in a third-person game?






Watch this video – this is still the beginning of the game, you’re still getting the backstory and having the controls explained during the gameplay sections. It might be a drag, but watch it all the way up until the eighteen minute point. By this point in the game, you’ve probably been playing for a couple of hours at least. So you think you’re in it – you’ve had intro credits, you’ve had a decent-sized chunk of play, you think it’s going to start off properly.


I'm not sure I get what I was watching, then: that was almost entirely cut-scene, for 17 minutes. The surgery and medic section, presumably, involved player interaction, but that was a hell of a lot of story to passively watch. 17 minutes of CGI cinema, basically. So, is that a compilation of all the cut scenes you'd have witnessed so far, in a couple of hours, with the play edited out? Or... something else?


And then, after that couple of hours of letting yourself get swallowed up by that time and place (and eighteen minutes into the above linked vid) there’s… well, just watch it. I don’t want to spoil it.

Yeah, it's groovy and witty. And it ties in with what I noted above about games satisfying a desire not to take part in any kind of real life experience, but in the mediated experience of being a character in a film. (Actually reminded me of Jack Reacher, more than James Bond). Also, that the title sequences are a key moment when games shift into a cinematic pastiche.
 
 
Automatic
08:41 / 30.01.08
As a little addendum to what was said above about Metal Gear Solid 3. The connection between character view and personality is further strengthened by little touches regarding the first person view. During cutscenes, you can choose (through both hidden and on-screen prompts) to switch to what the character is looking at. This device can change the focus of the scene from the melodramatic to the comedic. For example, in the midst of one serious cutscene, you press R1 to see what Snake's looking at, and lo and behold he's ogling his sexy spy companion's breasts.

Later in the game..

[+] [-] Spoiler

Alternating at your discretion between an external view of the characters in a dramatic scene, and their first person view is something that cannot be done in conventional film. I think the ability to switch from the cinematic camera to the FPV of the character is a very effective, and fairly unique device exclusive to games.
 
 
Feverfew
19:52 / 30.01.08
I've just seen Shoot 'Em Up, and, as an experience, it feels a great deal like a video game. There were actual times where I could see how mechanics would fit in - bemani-like sequences for making broken fingers shoot a gun first, along with obvious and less obvious action and driving sequences - but as a film it is just, very, strange. It's as if all the gunplay and wordplay from a Bond film was ripped out forcibly and distilled without any art.

Crank, on the other hand, is a different beast altogether, but I'm struck by the curse of having to come back to this again later again - if you see what I mean.
 
 
miss wonderstarr
21:12 / 30.01.08
I hope this isn't undermining my theory that "videogame-style" films are generally fast-cut and full of visual gimmicks, whereas games are actually, as E. Randy has been pointing out, pretty languorous ~ they would be astonishingly, experimentally slow-moving if they were films, taking hours to reach the end of a prologue and the title sequence. I haven't seen Shoot 'Em Up but I assumed it was a rapid-action box of visual tricks, quite far removed from the actual visual appearance of a game, where you're mostly looking at the same type of shot and watching a character do some (on the face of it) pretty mundane and repetitive exploring, a lot of the time.
 
 
miss wonderstarr
11:21 / 01.02.08
State of play: I have rewritten my structure and fleshed it out with multiple examples lifted from this and other threads. When I get round to writing it (Easter or possibly before) I would like to run it past the experts on here if you don't mind, to check for stupidity on my part.

Thanks very much for all the discussion ~ it was fascinating.
 
 
ONLY NICE THINGS
12:18 / 01.02.08
Quickly, on Deus Ex - Half-Life didn't have cutscenes. On occasion, you were stuck in one place while stuff happened, but you could theoretically look at the floor or the other way . I think you lose control of your mouse once, perhaps, when you are knocked out by special ops. This is genius in several ways.

Deus Ex renders cutscenes inside the engine - so, you lose control over the movement of your character. The camera moves from behind your head to pointing at you or the person who is speaking. You can only interact with the scene by selecting conversation options (HL and HL2 sacrifice conversation to keep control over your character in your mouse). However, you are not in a pre-rendered cutscene, like in, say, Quake 2 or Blade Runner. If you set someone on fire before you start a conversation, that person will be running around on fire in the background of your conversation.

This is also used in Warhammer 40,000: Dawn of War - in which the interactions between the characters in the cutscenes are scripted, but they are scripted within the game engine - so, the character models interact using in-game animations, while a soundtrack of their speech plays.
 
 
miss wonderstarr
15:24 / 01.02.08
Thanks, and if anyone thinks of any additions to this topic, I've got a couple of months to fit them in.
 
 
ONLY NICE THINGS
15:49 / 01.02.08
Behind your eyes rather than behind your head - it's first-person, of course.

I went through a phase of trying to work out what would be most ridiculous to happen in the middle of a conversation and be ignored by the interlocutor. High explosives, often.
 
 
Spatula Clarke
16:20 / 01.02.08
Cheers Haus - I didn't make the distinction between pre-rendered and in-engine cutscenes clear enough earlier.

W: I'm not sure I get what I was watching, then: that was almost entirely cut-scene, for 17 minutes. The surgery and medic section, presumably, involved player interaction, but that was a hell of a lot of story to passively watch. 17 minutes of CGI cinema, basically. So, is that a compilation of all the cut scenes you'd have witnessed so far, in a couple of hours, with the play edited out? Or... something else?

Ah, no. I could have explained that far better, too, but I didn't want to risk spoiling it for anybody yet to play the thing. But they've had more than enough time for that, so...

It's the use of the prologue/intro credits/main plot structure from films - specifically, Bond films - that I was trying to draw attention to. Games have done this before - although I'm struggling to think *which* games, other than MGS2 - but never as effectively as this.

By this point in hte game, you're totally sucked in. Probably, if you've allowed yourself to be - as I say, a lot of people who've played MGS3 seem to have come at it expecting something fundamentally different, for reasons that I still can't fathom. But anyway, if you're on the game's wavelength, you're right into it now. The player/Snake link is complete. And the huge nuclear explosion is a real Videogame Moment. Even though it's a cutscene. I don't understand why, exactly, but that's how it's always felt to me - maybe it's something to do with the brilliantly realised characters (all MGS3 cutscenes are in-engine, which makes it a stunning demonstration of what a highly talented team can do with the PS2), the stylish direction, the aforementioned sense of time and place.

Then there's the blackout and the 'Save?' prompt. At this point, I had no idea what to expect. None at all. This kind of prompt generally arrives immediately before a boss battle, or somesuch, but that's clearly not going to happen here. And to go from that feeling of complete uncertainty into this huge BOOM of the greatest Bond theme tune never written, complete with a credits sequence that nods to 60s Bond in all the right ways (the clips in the background are all of events still to come in the game, which is a device that recalls, um, Goldfinger? I think it's the Goldfinger credits that do the exact same thing. Possibly those for Dr No, too, but I'm not so sure about that).

MGS3 isn't a Bond pastiche or homage, it's something much more intelligent than that - it's a distillation of that 1960s spy thing, but mixed with the strange love/hate of the military that MGS has had since the first game. The locations, the storyline, the characters. It falls on its arse when Kojima tries to tie it into the stupid overarching conspiracy storyline that he introduced in MGS2 to try and ground what was otherwise one big metaphor, but otherwise it's all fantastic stuff.

Bum, I'm gushing now and not really managing to keep this on topic.

Flunchy, above, mentioned the way that certain cutscenes in MGS3 allow you the ability to see things from Snake's pov, through his eyes. The scene with Eva, where you catch him perving at her breasts, is a small moment of utter genius. It's a comment on 60s spy flicks in general, I'm convinced. It's also very, very funny when you discover it, as are a lot of the small touches in these games. And even though it makes Snake into a dirty schoolboy, it still manages to strengthen the link between the charatcer and the player by being so totally believable - so very in character. Again, it doesn't matter that it might not be what you, the person outside of the game, would do or choose to do if the option were present - it's what Snake would do and, at this point, he's an extension of you, and you of him.

These are also moments - the sly glances at a female character's body, the cheesey and suggestive opening titles - that were the first truly amusing attempts, within a game, to mock cinema. And to do it in a very accurate, quite subtle manner.

There are lots of interesting things in MGS3, but I should probably shut up about it for now. Other than the one thing that I did want to mention in this thread, which is how the 'director's cut' version - MGS3: Subsistence - ditches the pre-defined camera angles and instead goes for the (currently) more common 'behind the character' viewpoint, due largely to pressure from the audience. The whole point of MGS3, for me, is that you can't see what's ahead of you all that far - the camera looking down on Snake means that you only see as far as the edge of the screen - and this enhances the stealth gameplay. It means that you have to stop, flip into the stationary first-person view to scope out the area ahead, then move. Then *think* bhefore stopping again to scope ahead further. Being able to see what's ahead of you right up to the horizon? Misses the entire point of the game, in my opinion.

In the MGS thread someone suggests that it's easier to identify with a fleshed-out character than a blank slate like Raiden. That's worth investigating, and it's interesting. Is it harder to connect with the (I think nameless) gangster kid in GTA III than it is with the more developed player-characters of Vice City and San Andreas?

Yeah, this is very interesting stuff and I don't think anybody's really figured it out yet. What it boils down to, though, is that blank slate characters are terrible in games that depend heavily on a storyline. Take Oblivion, for example - it's a gorgeous world in a lot of ways and I'm sure that the plot could, in theory, be quite entertaining, but your character's a complete nobody in the personality stakes. So when a non-player character calls you 'the Hero of Kvatch' after a great big battle, well, who the fuck cares? I know I didn't - it was meaningless.

It's the difference between Japanese role-playing games and American ones. I've been meaning to talk about this for a long, long time, but I've never been massively convinced by my own arguments. Will come back to it.
 
 
STOATIE LIEKS CHOCOLATE MILK
16:49 / 01.02.08
Probably a bit late to be of any use to you, miss w, but it occurs to me that, flawed though it is, Stranglehold is an interesting example of the relationship between game and cinema. It's scripted and directed by John Woo, and is the official sequel to his movie Hard Boiled.

It's your basic "kill tons of people" game, but there's a particularly cinematic twist- the AMOUNT of people you kill isn't the point. That's not what gets you the bonuses. It's how COOL you look while you're doing it. If you're throwing yourself backwards off a balcony, or lying on your stomach on a rolling trolley, or sliding down a banister, THAT's where the big bonuses come in. You're actively encouraged to act as much like a character in a John Woo movie as possible- just running about and shooting randomly misses the point.

I know this isn't so much to do with the "visual grammar", but I think the relationship between the two media is complex enough that the one bleeds into the other.
 
 
ONLY NICE THINGS
17:04 / 01.02.08
Well, Stranglehold has one very clear moment where the visual grammar of film and the visual grammar of games intertwine, but from very different angles...

In John Woo films, two doves flying across each other's flightpath act to bookmark scenes of incredibly kinetic violence. In Stranglehold, I believe, they are a sort of unlockable bonus - so, the appearance of the doves is a direct result of the previous action, and also validates it - it is there to congratulate you on aesthetically brilliant violence.
 
 
STOATIE LIEKS CHOCOLATE MILK
23:54 / 02.02.08
Actually, that's an interesting point- and one which would probably have also been blatantly obvious to me, had I not already been reading the game through the language of previous games, rather than through that of previous works by John Woo- my immediate association was the dead birds from Condemned.

That I missed that, despite being a big John Woo fan and being aware of the bird symbolism in the original, because I was looking at this as a gamer rather than a moviegoer, is probably another interesting point in itself...
 
 
miss wonderstarr
08:33 / 03.02.08
From the Game of the Year thread, about Portal:

Please, please try it, because I'm interested in your take on it, in that it's a game with little to no actual story, but an incredibly compelling narrative. (Should maybe have thought of this for your thread on movies and games, but...) It really is a game that, as has been said elsewhere, could ONLY work as a game. Because that narrative would be really dull in any other medium, except possibly as a radio play, which would by definition be incapable of actually presenting the mechanics which are its raison d'etre.


I scribbled a few notes last night after thinking about Portal ~ about how, having not even played it, but read a lot of contextual sites about it (including numerous YouTube scenes, a GlaDDoS voice clips generator, a top ten of "Still Alive" covers, the links between Aperture Science and Black Mesa ~ HA HA FAT CHANCE ~ and the Aperture Science ARG-style site), I could already easily see how a player would love the NPC and the culture of the game. ("Culture", again, apparently being fitting in its connotation of Iain M Banks).

I could feel very easily how the game and its characters, even a box and a messed-up computer voice, would feel utterly endearing, loveable. In a way that I would never have felt if I'd watched the same number of clips of a film or visited the same number of sites about a TV show.

I think you can feel attached to a game far more (or more quickly, or in a different way) than you do to a less "active" cultural text like a film or TV show, because with the game, you are part of the world. You are a player/actor in it.

I remember feeling this even with relatively primitive stuff on the C64, especially when they gave you a backstory (of course then it wasn't websites but vaguely 1970s-prog style liner notes, with purple-prose novellas). I even wrote *blush* fanfiction about the characters of a pretty crappy game called Psi Warrior. I felt much more "into" the game's milieu than I would have if it had just been a comic or a cartoon, because of my investment through the act of playing.

Similarly, years later and at a more advanced technological level, I've felt warmth towards the supporting characters in San Andreas, and I think a genuine twinge of betrayal or gratitude when one of them goes behind my back or saves my skin at the last minute. Quite different from what I'd feel when, for instance, Lando betrays Han Solo or Han Solo comes back to bail out Luke. Because they're doing it to me.

Also, in some way, I helped author the plot that they're in. What I did prompted their responses. The telling of the story of GTA San Andreas is perhaps like a co-authored project, where Rockstar have built the structure and you have to go through it, unfolding it and triggering it in your own way. Your story will be slightly different from anyone else's, even though you're playing in the same sandbox, using the same engine. When I get to a cut-scene, I watch it passively and can't do anything to change it, but I'm watching this scene because I reached a certain point ~ I made it happen ~ and it's still "me" in that scene, and what I watch is shaping the situation and relationships I will face when I regain agency over CJ.

This leads back to thoughts about the player's relationship with the 3rd person avatar, who seems to be both "you" and "not-you". I said how with Alice, I felt some sense of responsibility for her and (mildly) guilt when I let her die. Maybe I was breaking out of the character link at that point, seeing her objectively. But there are points when a character-avatar can do things that aren't "you" ~ Snake ogling a woman's breasts ~ when they remind you that they're an (illusion of an) independent figure, with features that can sometimes surprise you. When you leave CJ inactive, he starts mumble-rapping something like "movin' up CJ, movin' up Harlem". Hearing that made me smile, as if CJ's his own man, and there are things I'm learning about him.

So the player's relationship with the avatar isn't just a matter of inhabiting it, immersing in it, controlling it. It's like a kind of borrowing ~ a temporary guidance, where the character lets you take possession ~ but the character can also pull out of your control. It feels like a shared experience, you and CJ as separate but somehow bonded, the co-author and the character. It feels like you have an agreement with the character. I think it's a unique relationship in popular culture.

I don't know much about magic, but the idea makes me think of magic, more than technology or any other popular story ~ the idea of a god taking your body temporarily, and then releasing it. What's the word for it? Something to do with horses? Horsing?
 
 
Thorn Davis
07:50 / 05.02.08
It seems like you're already knee deep in examples, but I was thinking about films appropriating story-telling techniques from games, and the thing that kept coming to mind was Dark City, where the main character wakes up in a room with no idea of who he is, or where he is and has to work out the world he's in and the plot he's involved in based on objects he finds and characters he meets who give a cut scene's worth of exposition. It's probably the closest resemblance to a computer game narrative I've seen in a film; the way the camera picks out important objects and introduces a world that the viewer discovers at the same pace as the character. It's not a great film, but it does seem relevant to the discussion.
 
 
miss wonderstarr
08:58 / 05.02.08
Actually I think it is a very good film and you're right. It would be surprising if there was nothing else quite along those lines. I think Memento works the same way, in a way ~ waking up, investigating the objects around you (almost in a text-based adventure style: EXAMINE REFLECTION) entering into dialogue with the people you meet (who are strangers to you, but who seem to know you and understand your world ~ that is, like in Dark City, they deliver exposition).

I've seen Groundhog Day and Run Lola Run, mentioned above, described as video-game style, because of their "hit reset and start again" attitude to time.
 
 
ONLY NICE THINGS
09:26 / 05.02.08
What's the word for it? Something to do with horses? Horsing?

That's the voudoun term for being occupied by a lwa, but lots of traditions have their own versions - epilepsis, possession...

You can do things with that, as well - in the Omikron: the Nomad Soul the player is invited at the start of the game to use the screen to project his soul into the body of the character he starts as, who contacts him. It later turns out that the character he believed to be his "avatar" was a demon, and the game is a tool - intended to bring souls through to the world to be recruited by the resistance or eaten by the baddies. So, the player is being told that he is not just controlling but possessing his character, and he can move his or her motivating consciousness from one character to another. Brilliant, terrible game.

Compare also: first and third person, and how that affects identification. The difference between characters who talk to you ("I can't do that, idiot") and talk to themselves ("This door needs some kind of key... where could I get one?") - I think the former often has a comic intent (like Ferris Bueller's conscious frame-breaking).

Incidentally, the Doom first-person sequence is interesting for being a conscious recreation of the game experience - and also for being a demonstration of how dreadful that experience is as a film - but it's not in itself original. The first-person view was used throughout in a Philip Marlowe film in the 70s - down to the mirror scene, although Marlowe is using it to straighten his tie rather than thinking his reflection is a zombie.
 
 
miss wonderstarr
10:21 / 05.02.08
I believe that's Lady in The Lake, which I mentioned in passing on page one. I haven't seen it but it is, I think, considered to be an interesting mess at best.

[ETA perhaps not, if your one is from the 1970s? But Lady in the Lake is also a first person Phillip Marlowe story]

I think Strange Days does come very close to that Doom movie first person sequence, too, and surely Cloverfield and Blair Witch are pretty similar.
 
 
miss wonderstarr
10:36 / 05.02.08
It later turns out that the character he believed to be his "avatar" was a demon

Of course, the very word comes from religion ~ not that I know much about it, but wikipedia suggests it's primarily Hindu and that the use of the term in gaming dates from 1985's "Ultima".
 
 
miss wonderstarr
17:36 / 05.02.08
one of the problems that the Predator is a great video game character - simple motivations, ginchy power-ups - but not a very good movie character? Once the enigmatic bits of the first film were revealed, it just becomes a slightly tall and quite hard chap with bad hair and neat technology. ... Basically, the Predators aren't very interesting, unless they are playable characters...

And here's an interesting side-note from the AVP thread. I don't agree with the comment on that thread that McGee's transformation of Alice into a shoot-em-up didn't work ~ hope I'll be able to reply to that later.
 
 
ONLY NICE THINGS
17:54 / 05.02.08
Yeah - an avatar is an incarnation of, usually, Vishnu on Earth - it's from the Sanskrit for "a descending". Which works quite well with the gaming use; the avatar is the thing that your self occupies in the less real world, and the avatar has access to only a limited range of powers and abilities compared to you, which have very limited effect in the real world (although admittedly those powers and abilities can be very kickass in the game world). The Nomad Soul's twist is that the relationship of person in the real world and guiding spirit in the game world is made absolutely explicit - you being a motivating spirit that moves and directs the character you play, but has access to none of his thoughts or memories and all of yours, is built into the gameplay. You aren't Cal Renton, cop on the edge. You're Miss Wonderstarr, animating the personality-free shell of Cal Renton, cop on the edge.

The Strange Days moments are different from the Doom FPS sequence primarily because they are not acting in conscious imitation of a gaming experience, despite the technological setup - they are more like - indeed, are - a POV movie, although the first one in particular does feel game-like. Cloverfield and Blair Witch are different, I think, because the viewpoint is identifiably a camera - an external perspective to the view of the participants, which can be positioned to view the characters - maybe a bit like the Deus Ex view, where you can fix the camera so that it catches the "viewpoint character" (the person holding the camera) along with the other characters...
 
 
miss wonderstarr
18:25 / 05.02.08
The Strange Days moments are different from the Doom FPS sequence primarily because they are not acting in conscious imitation of a gaming experience, despite the technological setup - they are more like - indeed, are - a POV movie, although the first one in particular does feel game-like. Cloverfield and Blair Witch are different, I think, because the viewpoint is identifiably a camera - an external perspective to the view of the participants, which can be positioned to view the characters - maybe a bit like the Deus Ex view, where you can fix the camera so that it catches the "viewpoint character" (the person holding the camera) along with the other characters...

You're right, in an interesting way, about Cloverfield and Blair Witch (although maybe for most of those films, the camera is equivalent ~ more or less ~ to someone's point of view? The camera lens is not in their heads, but surely very near their eyes, and for the most part it films other people, not the camera operator. I haven't seen Cloverfield yet, though).

However, I'm afraid I don't fully see the distinction you're making between the Doom sequence, and the SQUID sequences in Strange Days, apart from one of intention. The intention may be important in that Doom deliberately pastiches or pays homage to certain moments and motifs from the game, such as the position of the gun and the reflection in the mirror. But how else is a representation of the FPS point of view, in a film, different from a POV movie? Technologically, as you say, they are probably using the same equipment.

There is the difference that Strange Days' SQUID scenes aren't, for the most part, showing the sort of thing you would see/experience in a game (which may be why you feel the first sequence of the crime getaway is an exception). As I remember, they capture Lenny Nero's experience with his ex girlfriend Faith, and later on they show the violation and murder of Iris.

Ironically, that's the kind of story material you'd probably have rendered as cut-scene in a game.

Just thinking through it, and perhaps I've even worked through to what you meant? Or did you have other differences in mind.
 
 
miss wonderstarr
18:31 / 05.02.08
... the relationship of person in the real world and guiding spirit in the game world is made absolutely explicit - you being a motivating spirit that moves and directs the character you play, but has access to none of his thoughts or memories and all of yours, is built into the gameplay. You aren't Cal Renton, cop on the edge. You're Miss Wonderstarr, animating the personality-free shell of Cal Renton, cop on the edge.

I think you're saying this is the characteristic relationship between player and avatar in games and that Nomad Soul just makes this plain, but there seem to be a lot of exceptions ~ Raiden (apparently) and the protagonist of GTAIII are personality-free, but as I understand it, Snake and CJ, and Tommy from Vice City, and Alice in the game (drawing partly on our cultural knowledge of Alice from books and films, I think) ~ maybe Lara Croft too? ~ do have memories and personalities of a sort, which we witness through cut-scenes, through their dialogue and what they do when we leave them to their own devices, even through the way they move.
 
 
Spatula Clarke
18:56 / 05.02.08
(although maybe for most of those films, the camera is equivalent ~ more or less ~ to someone's point of view? The camera lens is not in their heads, but surely very near their eyes, and for the most part it films other people, not the camera operator. I haven't seen Cloverfield yet, though).

I meant to expand on this myself, earlier - mentioned it in one quick line and then forgot about it.

There's a significant difference between the two things, I think, and that's something to do with intention. When you're watching something that's been filmed by somebody holding a camera - and is supposed to be just that - then you're watching a very intentional framing of events. There's purpose to how the scenes are shown, there's a *director* at work there, a person who knows that this footage is going to be watched by other people.

When you're looking through somebody else's eyes, on the other hand, that's not necessarily the case.

Strange Days muddles this distinction, of course, because most of the sequences in it are filmed from behind somebody's eyes with their full knowledge that that's happening.
 
 
miss wonderstarr
19:38 / 05.02.08
There's a significant difference between the two things, I think, and that's something to do with intention. When you're watching something that's been filmed by somebody holding a camera - and is supposed to be just that - then you're watching a very intentional framing of events. There's purpose to how the scenes are shown, there's a *director* at work there, a person who knows that this footage is going to be watched by other people.

When you're looking through somebody else's eyes, on the other hand, that's not necessarily the case.


I still don't think I see this with reference to Blair Witch and (from what I know of it) Cloverfield.

My memory and impression of the camera in those films is that for a good part of the time, the operator is in a rush, just grabbing footage on the run. So there isn't an especially conscious purpose ~ certainly no time for framing or aesthetic choices. Again, from my memory of the first and impression of the second, the camera operator can't be sure if the footage will ever find an audience.

In fact, I think it even strains credibility, even from the scenes of Cloverfield I've watched, that the camera is kept running. I don't think there's any continuous footage of NYC streets as the WTC collapsed. I think any feeling that this must be captured and recorded to show people what happened goes out of the window, shunted aside by the need to simply survive, to run without holding a camera or thinking even with a small part of your mind about the shot. From what I've seen of Cloverfield, the shots are still quite competent even in moments of panic. The camera isn't being held (turned on and forgotten) on a strap or at a person's side, it's shooting events. That doesn't seem fully plausible to me.

There's purpose to how the scenes are shown, there's a *director* at work there, a person who knows that this footage is going to be watched by other people.

Unless, and there's ambiguity here, you don't mean the camera operating character as "director", but the director of the fiction. In which case that's true of course, there is deliberate purpose in the framing and editing of the shots.
 
 
ONLY NICE THINGS
19:51 / 05.02.08
Not quite - more that while we are moving Tommy around Vice City, or Alice around Wonderland, and moving their limbs, interacting with their friends, we are still not them - you may empathise or identify with the character, but you are Miss Wonderstarr, using technology to make the character act in particular ways. Alice is still represented in the game as having the character of Alice Liddel, a traumatised young woman fighting to reunite her psyche. Tommy is still Tommy, an aspirant hood on the Mean Streets - and they might have mechanisms to give the impression of personality, like "rest animations" - which have been used to add character and also often to break the fourth wall since ... oooh. I remember the player-controlled character in "Barbarian" on the Spectrum looking out at the player and shrugging if not moved for a while...

In The Nomad Soul. your soul is inserted into the body of an inhabitant of the world - so, he has a context, a job, a lover, friends and colleagues, but you have no idea who they are, and have to puzzle it out and fake it, because he is not the character you are controlling, but the body in which your personality is residing. Each time you die, your soul transfers to the next person who touches you, with each character having a different set of strengths and weaknesses, possessions and security clearances. However, as soon as you occupy their body, their motivating consciousness is driven out - in effect, they are killed - and your consciousness takes over. In game terms, it makes very little difference, but it builds the mechanism into the game world.

(And yes - that's about it on the POV/FPS - Doom is using cinematic techniques - and Tom Woodruff, God love him - to recreate in the movie world the first-person experience of a specific computer game in the real world, whereas Strange Days is using computer technology - and Tom Sizemore, God love him - in the movie world to usher in a cinematic technique (POV shooting) designed to connote "real" or in this case quasi-real first-person experience - that is, the characters are not just experiencing the vision of this experience, as we are and as we would assume them to be if they were watching the same action on TV, say. It's a good point that in a game this stuff - effectively flashbacks - would probably take place inside a cutscene, which would be more likely to be third-person, with the main action being more likely to be first-person. Which is odd... Blair Witch and Cloverfield do indeed use the camera as a kind of "false eye", but one which has more freedom than an actual eye - you can have it pointing at a monster while the POV character is running in the opposite direction, for example, or the character can put it down and talk directly into it. There's at least one game I can think of off the top of my head - Vampire: the Masquerade: Bloodline: I really cocking like semicolons - where the player moves essentially at will between first and third-person viewpoints - so the camera might be behind the eyes or might be behind the body of the character, and able to be moved around. This actually also happens in The Nomad Soul, but in a forced and shitty way that involves FPS mini-games.

Having said which, of course, that POV/FPS thing can cut another way - the arcade game of Terminator 2: Judgement Day, IIRC, had shooting sections which mimicked the Terminator POV - and in games like Aliens versus Predator, the Predator's POV - thermovision and all - is both a gameplay element - it's an FPS - and a reference to the way the Predator is embodied (to get around the issue of being basically invisible) in the movie - as an alien gaze.)
 
 
miss wonderstarr
21:04 / 05.02.08
Blair Witch and Cloverfield do indeed use the camera as a kind of "false eye", but one which has more freedom than an actual eye - you can have it pointing at a monster while the POV character is running in the opposite direction, for example, or the character can put it down and talk directly into it.

Of course, that was the iconic (movie poster) image of Blair Witch: the camera operator talking into the camera.

There's at least one game I can think of off the top of my head - Vampire: the Masquerade: Bloodline: I really cocking like semicolons - where the player moves essentially at will between first and third-person viewpoints - so the camera might be behind the eyes or might be behind the body of the character, and able to be moved around. This actually also happens in The Nomad Soul, but in a forced and shitty way that involves FPS mini-games.

I thought people were saying this was true in MGS as well: ie. you mostly see Snake in third person, but that there's the option of cutting to first person (in cut-scenes only? Which is odd, but perhaps entirely fitting, as if you sacrifice agency and control of the character but can still witness through their eyes, as if you still inhabit him but have had to relinquish movement).

I think you can also go to first person in GTA. You can certainly do it when you're behind the wheel of a car, and I think even a bike, because I've switched to that POV to make it amusingly challenging when steering a motorcycle round the city. I imagine that's a convention inherited from racing games, which in turn is a convention inherited by racing games from racing telly, where they would have a long shot of the track and cut to a camera behind the windshield.

Also, Max Payne 2 is mostly third person, but has a sniper-sight level I haven't actually got onto yet. Actually I think the sniper-sight might represent the POV of Mona Sax, with control of Max Payne taken away from you... which is odd in terms of character identification, as Mona has previously been the sultry, dangerous object of sexual desire (as far as I remember), and that scene would put the player in her position, gazing at Max as object (to be rescued/protected, I think).



Having said which, of course, that POV/FPS thing can cut another way - the arcade game of Terminator 2: Judgement Day, IIRC, had shooting sections which mimicked the Terminator POV - and in games like Aliens versus Predator, the Predator's POV - thermovision and all - is both a gameplay element - it's an FPS - and a reference to the way the Predator is embodied (to get around the issue of being basically invisible) in the movie - as an alien gaze.)


True, there's another notable, sustained use of POV ~ to indicate an alien gaze, mostly in SF it seems. And it also happens in quite a sustained way in RoboCop, when Murphy first comes round and looks up at scientists and medics in the process of fixing him.

I think it's also used in horror, as well as SF. I seem to remember it plays a major part in the climax to Silence of the Lambs, where we see Starling through Buffalo Bill's infra-red camera, and she's blind? I don't watch much horror but perhaps the villain's POV is a motif there too.
 
 
ONLY NICE THINGS
21:29 / 05.02.08
Oh, absolutely - you can go back to Peeping Tom for that. It's humorously known as ScaryPOV.

Also, Max Payne 2 is mostly third person, but has a sniper-sight level I haven't actually got onto yet. Actually I think the sniper-sight might represent the POV of Mona Sax, with control of Max Payne taken away from you... which is odd in terms of character identification, as Mona has previously been the sultry, dangerous object of sexual desire (as far as I remember), and that scene would put the player in her position, gazing at Max as object (to be rescued/protected, I think).

I think in the earlier MSG games you might have something similar, where when you unsling the sniper rifle you go into first-person mode.

Robocop's sort of like the Diving Bell and the Butterfly... that scene where he is being worked on, and comes back to consciousness at various points during the assembly, at the ship party and so on seem to serve to demonstrate hhis helplessness - the camera is fixed because he can't move _at all_. Of course, later in the film his vision is the reverse - it increases his ability to - actually, to shoot people in the nob, IIRC. Maybe that's not a great example.
 
 
miss wonderstarr
06:30 / 06.02.08

Robocop's sort of like the Diving Bell and the Butterfly... that scene where he is being worked on, and comes back to consciousness at various points during the assembly, at the ship party and so on seem to serve to demonstrate hhis helplessness - the camera is fixed because he can't move _at all_.


Isn't this also like what it's like to get a first-person view from Snake, within a cut-scene? All you can do is look, not move. It also seems like a horror motif actually, being able to watch what's going on but not affect it.

Just thinking too: before Peeping Tom you have Rear Window, which uses the investigator/photographer hero's camera-eye as his enhanced (voyeuristic of course: it's Hitchcock) eye across the courtyard.

And another similar occasion where we see extended POV shots in cinema is also to show an "other", enhanced-human or alien vision: binoculars/gunsights, or as I first encountered it, Luke's "macrobinoculars" in 1977. Which again comes back to the 1920s futurist idea of the mechanical camera eye showing you sights beyond the reach of the human eye.
 
 
Axolotl
13:15 / 06.02.08
There's a scene in one the Quake games that uses the fixed POV in that way: You've been captured and are being cyborgified into one of the alien enemies. Rather than cutting to 3rd person you remain in the 1st person POV while you progress through the facility and the machines come down and alter you. One nice touch is that you see the guy in front of your going through the same process adding a level of expectation and dread - it's suprisingly effective actually.
 
 
miss wonderstarr
15:55 / 06.02.08
Which brings us back to page 1:

...Call of Duty game, which contains an entire level where you play an NPC, who cannot move (as they are tied up) bundled into a car, then driven through a middle eastern city, before being tied to a post and shot in the head.

I think there is something key to games about control vs loss of control ~ or rather, your control vs the computer's control. In most games, this is divided into "game" and "cut-scene". There's often something ominous about cut-scenes, where the game can show you the situation that's coming next, and you think, watching passively, "oh shit I'm going to have to deal with this in a minute".

The in-between hybrid, an uncanny overlap between cut-scene and game, where you inhabit your avatar and can see through its eyes but not do anything to move it, seems more rare and quite disturbing. Like Murphy's experience when he's made into RoboCop.
 
 
ONLY NICE THINGS
16:29 / 06.02.08
Or the Darkness, where, in a pivotal scene:


SPOILERS







You are held motionless by the demon inhabiting you (or whatever the Hell that's all about) and have to watch your girlfriend being killed.

I think the cut-scene is somewhat dying off, because technology is getting so much better. In a a game like Westwood's Blade Runner, the cut scenes were doing things the game engine _couldn't_ - whereas in Deus Ex 2 you already have characters who can move in 3D, express emotion through facial movement and so on, so there's relatively little call for a separate kind of rendering for moments of narrative motion. Likewise Half-Life 2 - you don't get cutscenes there - you have to watch what is going on elsewhere through cameras, windows or similar. The closest you get is people talking to you, or having conversations with each other, while not much else is going on, but you can still stare out of the window or run away from them if you want.

Of possible interest - does Randy's experience of cutscenes in consoles mean he sees cutscenes as first-person and action as third-person, whereas I as a PC person tend to see gameplay as first-person and cutscenes as third-person? Is there trending, there?
 
 
miss wonderstarr
17:12 / 06.02.08
does Randy's experience of cutscenes in consoles mean he sees cutscenes as first-person and action as third-person, whereas I as a PC person tend to see gameplay as first-person and cutscenes as third-person?

Could you explain that?

It does make a lot of sense that cut-scenes would be phased out when the game engine can generate scenes of "filmic" quality, rather than relying on FMV ~ which I believe used to be the big distinction between game and cut-scene. If cut-scenes are generated in-engine, then there's no real reason to make them separate sequences where, as a player, you switch to a "watching the story" mode, after a sequence where you've been playing/creating the story.

Obviously FMV has severe limitations in terms of continuity (ie. it can't acknowledge differences in character appearance), and cut-scenes have the disadvantage of breaking you out of the story ~ though I think they do serve an important purpose in terms of giving you a break, emotionally and physically. I think games must have established a rhythm between play-effort and cut-scene-reward, which is perhaps now being eroded. Advertisements play a similar role in a lot of drama. I watched Lost 4.1 last night and clearly, the show was designed to make me wait a few minutes between acts ~ which I didn't, in practice, thus losing the intended rhythm. Anyway, I think sitting back and watching a reward-scene, which sets up your next challenge, was an important part of a game's rhythm, and perhaps that's being lost. Though discovering information through conversations that don't break you out of the game is clearly more "realistic".
 
 
ONLY NICE THINGS
17:41 / 06.02.08
Well, in Half-Life 2 rest functions differently, I think- first up, the episodes mean that now you get an enforced rest period after about 8 hours of gameplay. Also ... hmm. Have you played HL2? It's _incredibly atmospheric_. So, in Episode 2, you approach an old inn in the woods. Everything is quiet, there are no bad guys to kill. You and Alyx are wandering aroudn this deserted place, thinking about how young lovers might have stayed there once, before the end of the world.. it's quiet, comtemplative, and actually oddly romantic. and thhen you get ambushed and the whole place gets shot to hell, obvs, but the break is provided during live action, much as one might get, in fact, in a movie, where the leading man and leading lady have a "moment"...
 
 
miss wonderstarr
12:44 / 19.03.08
Hello! Unfortunately E. Randy seems to have left, but I have posted this up at his other forum, and if anyone here would like to comment, I'd welcome your feedback on this piece ~ particularly in terms of keeping my games facts correct, because as stated, it is not really my field of expertise.

Bear in mind that:

this piece had to be utterly strictly 3000 words max, including references. So I actually stopped providing full references for the date/director of the films when I went over the limit, and I'll have to ask the editor about that.

and that it's allowed to be a "think-piece" rather than a full argument and article.

the references are still in draft form, and to support some of the points I've had to rely on rather motley and miscellaneous links to blogs, online reviews and so on... not very academic so I might prune a few out.

also, I may have lost some of the spacing, and have certainly lost the underlines and italics, by pasting it in here.

It's a bit super-compressed in places, but I hope it puts some ideas across at least, and makes its main point. If it doesn't, let me know and I'll try to tinker some more with it, though it's bloody hard when you're actually dead-on 3000 words.
~~~~~~~~~~~~~~

Camera-Eye, CG-Eye:
Videogames and the “cinematic”



I used to be good at games. I was good at the only Space Invaders machine in South London, in 79. I was the first kid to have a ZX Spectrum in my school, in 1982. I published in the national games magazine Crash when I was seventeen. But since the age of 18 and my first degree, I’ve concentrated on cinema. So this article comes from a film studies perspective; I’ve relied on game experts for many of my examples. Because I’m no longer good enough at games, I haven’t been able to play through to witness most of these scenes first-hand. I’ve had to watch them at a secondary remove, as records of other people’s achievement. That is, I’ve had to watch game scenes as films.

Of course, one of the reasons I focused on cinema is that you couldn’t study games academically in 1988. You couldn’t even take a degree solely in cinema: my degree was unusually progressive, offering fifty percent film and a token module in television. Since then, film studies has become higher status, moderately established and respectable; on the middle-rung of the ladder between the academic study of television, games and comics at one end, and literature at the other. By extension, complaints about the careless adaptation of Doom (Andrej Bartkowiak, 2005) and Daredevil (Mark Steven Johnson, 2003) may rage across discussion boards but rarely make it beyond fan communities, whereas issues about the adaptation of Austen or Atonement (Joe Wright, 2007) from their original literary texts are debated in broadsheet newspapers.

Because fidelity to the original is of low priority when porting from games to cinema, direct adaptations of videogames – with rare exceptions – have little in common with the aesthetics and conventions of the source material, and resemble the game primarily only in mise-en-scene and costume design. The film version of Tomb Raider (Simon West, 2001), for instance, ignores the opportunity to recreate the player’s experience by having Lara “seen to die, even if only on one occasion, and then to be able to restart a sequence, game-style, for another attempt...” its occasional references to the game-world constitute “insubstantial nods... rather than anything central to the structure or form of the film.” (King and Krzywinska 2002, 19)

However, a more general conception of the “videogame-style film” can be established from references to diverse movies that incorporate game conventions while not adapting a specific game.

On a broad aesthetic level, the term is used to connote spectacular, showy displays of effects at the expense of subtext and character, such as Tony Scott’s bravura digital camerawork in Deja Vu (Scott, 2006) (Albertson, 2008), the spectacle that overwhelms ideas in I,Robot (Alex Proyas, 2004) (Dale, 2004), the exhibition bouts between CGI monsters in King Kong (Peter Jackson, 2005) (Woodward, 2008) and the dense, detailed but artificial action sequences of George Lucas’ Star Wars prequels. (Lucas, 2002, 2005) (Puig, 2002)

More directly, critics and fans have identified specific videogame memes in films, such as the progression through levels, power-ups and signature moves in Ong-Bak (Prachya Pinkaew, 2003) (Lee, 2005) the “get all weapons” cheat code in The Matrix (Wachowski Brothers, 1999) (King and Krzywinska 2002, 19), and the platform-jumping in Attack of the Clones’ droid factory. These are regarded as playful, knowing quotations and in-jokes along the lines of the Lara Croft “nods” or, in the latter case, as cynical cross-marketing through the placement of a scene that was immediately adapted to PlayStation and Xbox.

Finally, “videogame” style in films suggests a certain form of narrative, based on the cycles of character-death and reset. Charles Ramirez Berg traces the “Tarantino effect” in recent cinema to the influence of postmodern resistance to master narratives, hypertext links, and video games, which “...repeatedly take players back to the same situations”. (Berg 2006, 6). Similarly, Jeff Gordinier identifies the “PlayStation Generation” of twenty-first century filmmakers, who “mess with narrative in new ways... mess with time, with space, with the laws of physics and the structure of story” and “bring to their movies the cut-and-paste sensibility of video games and the internet.” (cited in Kimberly A. Owczarski 2007, 3). This is the reading of video-game conventions that leads Warren Buckland to identify “videogame logic” in The Fifth Element’s “serialised repetition of action” (Buckland 2000, 160) and prompts Margit Grieb and Kate Stables to discuss Run Lola Run (Grieb 2002: 161) and Groundhog Day (Stables 2001, 19) respectively as game-style cinema because of their looping mini-narratives and retelling of the same story with variations, like repeated attempts at the same level. Like Berg and Gordinier, Margit Grieb’s discussion of Run Lola Run links the repetition and non-linearity that structures the film’s narrative not just to games but to other forms of digital media – “websites, hypertext stories, interactive CD-ROMs”. (Grieb 2002, 165)

The implications of this overlap between cinema and games are mixed: on one hand, importing videogame conventions suggests a fast-and-loose, “cut-and-paste” resistance to traditional narrative rules, with overtones of rebellious youth (Berg describes “playing with narration” as “cool and fun”, and refers to Tarantino’s “wild” techniques). On the other, videogame aesthetics are associated with empty spectacle – even cynical attempts at cross-platform marketing – taking precedence over character and traditional storytelling. Common to both readings is a sense of digital novelty and technological innovation, whether in the bold slicing and reworking of story like a word-processed document, the web-style clicking through branching narratives or the flashy showcasing of state-of-the-art effects.

The deliberate association with a lower-status form like videogames brings a movie down to a trashier, edgier, funkier level; it sacrifices any claims to serious art, but it gains a hip attitude. Crank, reviewed in Film Journal International as “among the most mindless action films ever made, but ... a helluva video game” (Feld, 2008) is a prime example of this trade-off.

The movie refers explicitly to gaming conventions and history, both superficially (screens from of the 1980 arcade game Berzerk! and a pastiche of the PC game-emulator MAME) and on the level of storytelling. Its plot is made up of fast-paced missions with a single goal; its visual perspective switches from ground-level chase to Google Earth map views. Its aesthetic is Grand Theft Auto, and it makes the debt clear with visual nods to GTA’s producers, Rockstar Games. The film was written off by one reviewer as “the latest stab by Hollywood to cash in on the violent video game craze,” and, tellingly, slated for its similarity to “any recent output by Tony Scott”. (Orndorf 2006) The movie’s teen-punk response to criticism, in turn, is built into its opening credits, in the form of a hi-score table: “FUC”, “YOU”, “ASS”, “HOL”.

The connotations of the “cinematic” in videogaming are very different. King and Krzywinska identify an assumption within the industry that “more cinematic equals ‘better’... a judgement accepted by many reviewers.” (King and Krzywinska 2002, 6). Cinema, as they recognise, has greater cultural prestige and a “standing higher in our dominant cultural hierarchies... a factor that adds to its potential appeal to the games industry.”(2002, 7) Mark J. P. Wolf’s taxonomy of on- and off-screen space in games is based on the same implicit approach of elevating the study of gaming through a comparison with film theory and cinematic form – just as theories of authorship, borrowed from literature, dignified popular cinema in the 1950s and 60s. Wolf finds a parallel between the scrolling of Defender (1982) and the panning in Porter’s Life of An American Fireman (1903) and Hepworth’s A Day With The Gypsies (1906), while Griffiths’ cuts between adjacent spaces match the cuts between neighbouring rooms in Atari’s Adventure (1978) (Wolf 1997, 15-16).

If these overlaps between the evolution of spatial storytelling in early (1900s) cinema and early (1970s) gaming were the result of technological limitations – in both cases, a static “camera” – by the mid-90s the process had become one of deliberate emulation. As Jo Bryce and Jason Rutter note, since the advent of the PC CD-Rom and the CD-driven PlayStation, both offering increased storage capacity, game designers of the late 1990s worked towards the holy grail of “interactive movies”; “movies”, in this case, implying mainstream Hollywood.

Games from the mid-90s onwards attempted to incorporate this “cinematic” sense in a range of ways. Full-motion video, with real actors and sets – such as the casting of Mark Hamill and Malcolm McDowell in Wing Commander III (1994) – proved to be a fad, phased out and replaced by pre-rendered, CGI sequences created on a more powerful computer than the games console itself. Ironically, this incorporation of high-quality, “filmic” visuals tended to disrupt the player’s immersion in the diegesis, breaking the flow between cut-scene and gameplay (King and Krzywinska 2006, 135, Howells 2002, 114-5). Cut-scenes therefore improved, paradoxically, by becoming less smooth and polished; bridging scenes were increasingly generated “in-engine”, created on the fly by the console, with no discrepancy in visual quality; and Half-Life (2000) introduced a radical shift by keeping all exposition within the game-space, avoiding the shift between “playing” and “viewing” (Howells 2002, 120).

The Resident Evil games of 1997-1999 fit Wolf’s theory of a parallel evolution between cinematic and game grammar by forcing the player to work within fixed camera angles, linked through the conventions of classical continuity editing. However, as King and Krzywinska note, “predetermined framing of this kind acts like that of a film... at the expense of player freedom.” (King and Krzywinska 2002, 13), and this fixed camera positioning is, like full-motion video, rare in contemporary gaming.

21st century games continue to incorporate cinematic (and televisual) motifs – most obviously in their title sequences and credits, but also through in-game pastiche: the “bullet time” of Max Payne, inspired by John Woo through The Matrix, the Saving Private Ryan simulation in Medal of Honour: Allied Assault, and the slow-motion stunt replays in GTA: San Andreas, which recall a range of sources from Bullitt to Terminator 2. The “realism” these games aspire to is a mediated truth – the experience not of being at war, but being in a war film. Similarly, King and Krzywinska recognise that within sports simulations, the “primary point of reference is television coverage of the sport, rather than the experience of the sport itself.” (2006, 136). That games continue to simulate mediated experience is underscored by the way they digitally recreate the view through a camera lens, rather than the human eye: the golf game Links 2004, like the strategy war game Ground Control and the SF combat of Halo, incorporates the analogue oddity of lens flare; Max Payne experiences drug hallucination through a fish-eye lens (2002, 14) while GTA: Vice City signifies rain through droplets on a glass surface, even when the player is outside a car. (2006, 102-3)

Overall, however, the trajectory within games of the current decade has been away from a slavish emulation of the cinematic, and towards the evolution of visual storytelling techniques that establish a unique mode, distinct from cinema; or more precisely, distinct from mainstream Hollywood. The experiments in “interactive movies” have demonstrated an unworkable tension between the cinematic – in terms of continuity editing and conventional film grammar – and the playable. Full-motion video cut-scenes break the player out of immersion in the diegesis, like inter-titles in early films. Fixed camera angles restrict player movement and freedom, leading to an “on-rails” experience like a theme-park ride, rather than a convincing simulation. As Wee Liang Tong and Marcus Cheng Chye Tan conclude in their chapter on narrative space across the two forms, while many games “have intentionally mimicked and even attempted to out-do movies”, what has emerged is “a distinctive mode of visualisation...[games] unlike movies because they lack defining cinematic cues.” Above all, it is “the employment of a free-ranging camera that breaks the rules of conventional cinema.” (2002, 109). Again, the key term is conventional cinema.

Videogaming is currently dominated by two key camera positions, that of the Third-Person Shooter (TPS) and the First-Person Shooter (FPS). While, as noted, games are still dedicated to reproducing the visual effects of an analogue lens, these two key camera modes are very different from the camera-eye, and the associated editing, of mainstream cinema.

The FPS point-of-view is generally assumed to have originated with Wolfenstein 3D (id Software , 1992), though it has precursors in the arcade game Battlezone (Atari, 1980) and the ZX81 3D Monster Maze (New Generation, 1982). Wolfenstein led to Doom (id Software, 1993), which led to Quake (id Software, 1996); these and further variants refined the details, texture and lighting of the game environment, but retained the fundamental premise that the game “camera” represents the player’s point of view.

The TPS point-of-view can be traced to Super Mario 64 (Nintendo, 1996), where it appears as a literal flying-eye camera, independent of the Mario avatar; the mode evolved through Tomb Raider (Eidos 1996) and became the dominant POV in Rockstar’s Grand Theft Auto when the series went 3D in 2001. In contrast to the FPS, this virtual camera “corresponds to no actual pair of eyes in the gameworld. The point of view from which we see Lara Croft is constantly moving, swooping, creeping up behind her and giddily soaring above, even diving below the putative floor level.” (Poole 1999, 145-6)

Neither of these modes is conventionally “cinematic”. We see a POV similar to the FPS in horror and science fiction, putting us in the position of the “Other” – the Terminator’s digital scans of a bar-room, or the Predator’s infra-red vision. We witness Murphy’s transformation to RoboCop through his helpless eyes, as we share Jean-Dominique Bauby’s locked-down vision in The Diving Bell and the Butterfly. Similarly, cinema invites us to share a character’s enhanced vision through binoculars (see Star Wars: A New Hope) or a zoom lens (Rear Window). Of course, the POV shot is part of conventional film grammar – but it is a small part, a shot sparingly used. A sequence in an FPS game, from start until death, is a continuous point of view shot – a technique so rare in cinema that the exceptions can be quickly listed. The unsuccessful experiment of the first-person film noir, The Lady in the Lake; the scenes where we jack into a character’s cerebral cortex in Strange Days. Even The Blair Witch Project and Cloverfield, which may seem to come closest to FPS, differ in that their point of view is explicitly a camera, which shakes, blurs, can be set down and passed from one character to another; quite distinct from the smooth, steady view of gaming, where the virtual “camera” is not held separate from the body, but embedded behind the eyes. (Tellingly, the television comedy Peep Show is shot from precisely this point of view, for its unnerving, uncanny effect). The movie adaptation of Doom incorporated a first-person sequence as a novelty, another token nod to the source material, but switched back to conventional continuity editing for the majority of the film.

Where do we see the fluid, soaring, unbroken TPS camera in cinema? Again, the exceptions stand out as remarkable. Orson Welles choreographed a swooping crane shot for the opening of Touch of Evil; more recently, Children of Men and Atonement faked lengthy, mobile shots with a combination of camera rigs and CGI. As with the FPS, the most notable aspect of the third-person POV in games is (after its mobility) its lack of cuts: a technique that aligns it not with conventional Hollywood, but with Hitchcock’s playful experiment in Rope, with Greenaway’s long tracking shots, with Tarkovsky’s lengthy takes, with the unblinking stare at violence in Irreversible and Hidden; with rarities like Timecode and Russian Ark.

The dominant camera of videogames, then, is far closer to that of art cinema than to mainstream Hollywood. The videogame’s vision of “reality” is Bazinian, not Eisensteinian. Its virtual camera starts, records what happens without turning away, and cuts only at the end. While “videogame cinema”, as discussed above, seems to imply an aesthetic of cut and paste and flashy, funky superficiality, the FPS and TPS modes actually look nothing like a Tony Scott movie. As cinema, the videogame would be not youthful rebellion, but the mature challenge of the avant-garde.

 ~~~~~~~~~~~~~~
King, Geoff and Tanya Krzywinska. 2002. Introduction. In ScreenPlay: Cinema/Videogames/Interfaces, ed. Geoff King and Tanya Krzywinska, 1-32.

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Howells, Sacha. A. 2002. Watching A Game, Playing A Movie: When Media Collide. In ScreenPlay: Cinema/Videogames/Interfaces, ed. King and Krzywinska, 110-121. London: Wallflower.

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Tong, Wee Liang and Marcus Cheng Chye Tan. 2002. Vision and Virtuality: The Construction of Narrative Space in Film and Computer Games. In ScreenPlay: Cinema/Videogames/Interfaces, ed. King and Krzywinska, 110-121. London: Wallflower.

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