Showing posts with label realism. Show all posts
Showing posts with label realism. Show all posts

Monday, 11 April 2011

Army of One or a cog on a wheel?

To accurately represent warfare, games must engender a sense of collaboration toward an overarching strategic aim, not focus on the tactical weeds of individual effort.

Despite occupying a significant proportion of video game content, military titles of all genres fail to depict warfare accurately. FPS are fun and exciting, but ridiculous. The game pace, number of incidents and body counts familiar to FPS fans are to modern conflicts as Rambo movies are to guerrilla warfare: a cartoon depiction. In 2011, the average number of daily battle casualties per 100 troops in conflicts worldwide is 3 (source: The evolution of weapons and warfare, T.N. Dupuy). How does that compare to the attrition rate of 2010’s Medal of Honor? Players are divorced from the actions on-screen and are prone to taking extraordinary risk to achieve objectives. Without the fear that normally comes with danger, games simply can’t recreate the true feeling of being under fire. Even if players could somehow achieve empathy with their on-screen character, the way FPS single-player campaigns are designed results in players being constantly harried and channelled to follow pre-scripted actions to progress the story.

RTS military titles are engaging but outside of a despotic society no one person has so much control over the macro and the micro as is permitted by the genre. Even games like Civilization, Age of Empires or Command and Conquer, which incorporate the economic and societal elements of war, cannot give any player a faithful experience of commanding forces at any level. Although RTS games allow players to make the mental leap from the tactical to the strategic, the sheer scope of the faculty entrusted to them is unlike anything that would be experienced by any individual within any military or governmental organisation. To return to the emotional level, players simply don’t, and shouldn’t, care about the hundreds or thousands of units sent to their digital graves in pursuit of the overlord’s aims.

These are examples of the Army of One mentality of video games. Even in multiplayer focused military games the individual is king and players are out to clock up kills and demonstrate their prowess. The number of stakeholders in any military operation, not to mention a full-blown war, is mind blowing. From troops of all spheres of warfare to logisticians, planners and propagandists, politicians and media outlets, the list endless and all have an input to the effort. I’m not suggesting here that any game could simulate the complex nature of a conflict so accurately but highlighting the stark difference between the reality of such operations and how they are represented in our gaming entertainment.

Video game warfare is largely land-centric and it is for this reason, coupled with the individual nature of console ownership, that games don’t make the paradigm shift necessary to depict warfare as the collaborative effort that it actually is. One branch of warfare that is under-represented in games, but which by its very nature requires a collaborative approach, is naval warfare. Sea power is by far the most influential of military might. Navies can legally position aircraft carriers 12 miles off any coast on the planet and influence the area for hundreds of miles around the hull. Submarines can deny access to logistically vital sea-lanes by the mere suggestion of their presence and marines can be landed on any beach by amphibious units with little or no notice. The nature of naval operations means that fighting units – ships, submarines and aircraft - cannot be operated individually and require cohesive teamwork to effect such formidable and versatile weapons. However, from a gaming perspective, the largely individual nature of gaming precludes this vast and intriguing sphere of warfare from being fully explored.

Indeed, the most notable recent example of naval warfare in video games is that of Eidos’s Battlestations: Midway. The battle of Midway is a master class in the employment of naval air power and escort warfare. The world shaping exchange between the US and Japanese carrier fleets influenced the tide of the second World War and gave the US the foothold it needed to press its advance across the Pacific. The game representing these events was woefully below par, reducing the experience to a single-player, ultimate-control farce with one person effecting the navigation, gunnery and command of naval units all at once, so as to make the experience laughable.

The mantra of naval warfare - and indeed that of land and air warfare - is that each individual is a cog on a wheel, a small but vital component in the machine. Everyone knows their job and together they combine to fight the war as directed by those in command, who are in turn guided by the strategic aims laid out by an appropriate authority. Perhaps the only video game genre that could even attempt to replicate the intricate and complex essence of military operations is MMO. If players can make the mental shift away from the weeds of individual effort, and appreciate how fulfilling their role correctly - not for personal glory, but for the collective aim – can have a huge impact on the outcome of a conflict, then they would be much closer to understanding the reality of military effort than they would by running and gunning their way through a restricted shooter map.

As intriguing an idea as this is though, I doubt it would be a viable project. It can be argued that an accurate representation of the human mechanics of warfare is not the aim of these games and that escapist entertainment is the main goal. If players want to test their hand-eye co-ordination whilst enjoying an exaggerated - albeit entertaining - storyline and revel in impressive graphics and sound then the current crop of military titles meets this. However, if players want to experience war in accurately reproduced combat situations but without the physical dangers inherent in military service, then the selection of war games available fails to provide. The dichotomy is that any game that could accurately simulate warfare would be exactly that: a simulation. It would most likely be used to train military personnel and not to entertain the gaming public. After all is a more accurate understanding of the mechanics of war actually what gamers want? Probably not.

Sunday, 15 August 2010

Realism in games? Be realistic!

Much is made of the requirements for games to have “realism”. Realistic backdrops, realistic graphics and sound, with realistic weapons causing deadly realistic reactions in our realistic enemies, but do we really want true realism in games? What’s the point?

Take for example the hugely popular Modern Warfare 2. Many gamers would agree that it was a very realistic shooter. Excellent graphics, modern, accurately rendered weapons and absorbing gameplay, all of which lead to the argument that it is very realistic. But is it? I would argue no.

In the case of the single player game, despite the accurate physics and the detailed aesthetics, regardless of how much I enjoyed the game, not once during my experience of it did I feel in danger. I was not in fear of my life and was willing to take enormous risks regularly to progress the game. That is not realistic. The “Army Of One” concept can only go so far. What are the odds of engaging literally hundreds of armed, well trained enemies and coming out unscathed whilst their corpses lie in piles tens high? It simply isn’t feasible.

If one were to make an entirely realistic war game then players would spend months training in seemingly benign scenarios over and over until they react almost instinctively to expected stimulus and follow orders and procedure unquestioningly. They would then be given an idea of where in the world they would be fighting and then spend several more weeks training for that particular environment. There would be frustrating period of acclimatization in an area of the world similar to the conflict zone and then, finally their boots would hit the ground. Once there, players would have an entirely different outlook on the gaming experience, investigating and absorbing everything in the sure knowledge that one explosion, on roadside bomb, one stray bullet would end the game. There would be no re-spawning, no restarting from last checkpoint.

In multiplayer there would be no mindless running and slashing with combat knives so prevalent in the current online experience. Players pre-disposed to this sort of activity would find their game/lives cut very short. More thought would be had to the use of cover and unnecessary risks wouldn’t be taken. That would be more realistic.

Notably, games that have tried to be more realistic, like the realistic limb controls in Jurassic Park: Trespasser for PC, were not so well received. Trespasser aimed to use very realistic physics and make players control arms and wrists individually with very realistic control of movement, but it was difficult. This made firing your weapon effectively harder and often lead to death by Raptor. The game was considered a failure selling just 50,000 copies and receiving poor reviews, this despite the game’s aim to make the experience more realistic.

So perhaps when we talk of realism in games we are referring to the graphics and the sound and the physics engines, but not necessarily the social realism. If we were to act in games as we do in reality then titles such as GTA wouldn’t have such a large appeal. How many of us would actually steal a car, run down pedestrians or leap from skyscrapers after peppering a street full of innocents with a helicopter’s mini-gun? Surely there can’t be that many sociopath gamers. It is the inconsequential nature of games that allows us to act without moral reprisal that would normally be attached to such behaviour.

The mentality of gamers plays a large part in what makes games so popular and successful in the first place. Recently Sid Meiers, creator of Civilization, gave a keynote speech at the 2010 GDC covering the psychology of game design. When games are being made the developers must consider the way gamers think. Why do they play the games in the first place and why they would stop playing? As Meiers said at the conference, “I never received a letter that said ‘Hey Sid, great game but I win too much.’” What he says is true; gamers wouldn’t play a game that they thought was too hard, or which they constantly fail to progress. When you consider that the majority of games place players in situations and roles in which they would never find themselves in reality, then it calls into question whether gamers actually want games to be realistic. They want games they can beat, regardless of the odds and often feel hard done by or cheated if they lose to AI.

There is suspense of disbelief at work here. For an ordinary gamer to expect to be able to take down a special forces squad single-handed isn’t realistic, so surely realism isn’t actually what players want. That’s not to say that we don’t want to be challenged though; a game too easy to beat would be boring, or at the very least have a short shelf life.

So I would suggest that what gamers want is fantastic, not realistic. Fantastic graphics and sound with realistic physics that allows players to engage the fantasy of the game coupled with intuitive control systems. Actions without consequence in the real world are what draw people to games. You may not be a good footballer, but when playing a football game you can compete against and beat some of the greatest athletes in the world. Now that’s fantastic and that’s what video games provide: an escape from day-to-day reality and the ability to pit yourself against unthinkable odds and, more often than not, win.

This article was written for Game Kudos and can be viewed in its edited format here.