Monday, March 1, 2010

Pausing the Game

Yes, it's been a year since I last wrote on my blog. What's happened in my life since then? I'll allow those reading this to guess at what level of change in my life would leave me no time to write about it, though reflection time abounds on my walks to and from the bus stop on Cherry Street every weekday. Here are a few hints. Work. Apartment. Exercise. Sunshine. Friends. Family. Cooking. Cleaning. Spontaneity. Reading. Email. EMAIL.

I am yet again on my way to GDC in a week, but that is not my impetus to write. I feel compelled to write because of a little game that just came out on the Playstation 3 called Heavy Rain. There are a dozen fan-girlish things I could say about the game that thousands of other people would say too. I will take a moment to lay praise on the game for merging cinema with gameplay. From the moment one watches the opening credits, included the "Written and Directed by" line that everyone looks for in a movie and no one ever looks for in a game, the experience read "movie" without reading passive. There were passive elements to it, of course - the cinematic cuts and choices made by unplayable characters, but those elements were so cleverly paralleled with interactive content that I truly felt engaged throughout.

There, praise laid. The point that I want to get to is how this game made me think about the work that I am doing right now with games and attitudinal or behavior change. I am quite certain that Heavy Rain is the closest I've ever come to seeing games evoke an emotional response from the player that is strong enough to drive a change in attitude or behavior. I'm not saying that (SPOILERS!) I've decided I'll never kill a man to save my son or that I'm not going to trust private investigators without doing a thorough background check (END SPOILERS), because the content of the decisions I made are of no interest here. What really struck me was the process of decision making.

Keep in mind that this game took about 10 hours to play through, and there was no traditional game UI or mechanical systems such as scoring, time huds, health points, or levels (there were levels, but they felt much more like scenes in a movie). You step into the shoes of four different characters throughout the course of the game, and it's possible for any and all of those characters to die before you finish; these deaths do not end the game, presumably until the fourth character dies and you no longer have someone to control in the storyline.

Although all four characters are trying to accomplish the same thing - catching a killer and saving a little boy - each has a different "flavor" of conflict. The private investigator gets into "wrong place, wrong time" types of trouble that are loosely tied to his mission but entirely coincidental. The FBI guy stands as the voice of reason pitted against a partner in analysis willing to bend the law (though sometimes FBI guy can bend the law too). The reporter faces survival conflict; similar but different to the PI, her brand of struggle is entirely directed at her and serves as a result of her own actions. And last and most important of all, the father faces desperate moral conflict in which he must make choices that will ostensibly impact whether or not his son lives or dies - imagine Saw crossed with John Q.

Now to the meat of the matter: the transition made in my decision making process. When I played as these characters, I felt very strongly connected to their existence, and I knew that these characters could die. This was powerful knowledge. I also knew that time in the game progressed without me. Combine these two thoughts, and snap decisions become abundant. Add to that equation the fact that you may make choices that allow you to survive but also come with a heavy level of regret or remorse for other characters. Now we have one tough decision making process to master.

Most games are about the survival of your character, this is nothing new. But few point out that your survival can be at the cost of another's. Some make you feel regret that you must harm others to continue, but it doesn't usually stop you. Jason Rohrer's Idealism does this in a very abstract way, but it gives you no alternative: create hostility or fail. Heavy rain paved the road to regret by allowing you to fail at surviving, succeed at surviving at another's cost, or succeed at surviving without pushing others down to the ground. It's more compelling because it's more like real life; by making it more like real life, the game is more likely to also elicit real emotion.

At the start of the game, I found myself making a lot of bad decisions. I hurt someone that appeared to be a danger to my life yet turned out to be totally harmless. Why? Because I knew I had to make a decision, and that this person I was playing didn't have much time to do it. What surprises me, and what I can't truly explain, is that it never occurred to me to pause the game. I don't think I ever would have if a friend hadn't prompted me to when we were making an incredibly important decision. From that moment on, the game felt totally different to me. It also reminded me of something I'd discussed recently about the potential of games to create behavior change.

In a passive medium, the audience needs time to reflect on the decisions that the characters have made. This reflection time often takes place after the choice because you need to know what the character decided to do in order to analyze why they did it and why certain consequences fell into line. In a game, that reflection time takes place before the decision because you're the one making it. Heavy Rain made me feel so much like I was part of a movie that I forgot about some of my game player "super powers," like the option to pause time and consider my options. In some ways, it felt like a cheat. When the game wasn't paused, time passed, and that passage of time sometimes took control of the story away from me; choosing not to make a decision was a choice of its own. By pausing the game, I was eliminating that choice.

I think the game could have easily been done without an ability to pause; it would only be one step closer to real life, to have to make decisions with the situation staring you in the face, never looking away from the TV screen to confer with a friend while the menu hovered over the content, blurring out the details. But by adding that menu, I think this game (unintentionally or otherwise) made a statement that decisions you make from moment to moment are important, so you better think hard about what you do. If this game were meant to teach behavior change, it would provide for the player a unique balance between understanding the pressures you feel when making such behavioral decisions and the amount of thought that needs to go into those decisions. If it were a longer game, I'd bet it could even teach you to make the right moral decision without needing to pause.

One last observation and then I'm done. I love the treatment of morality, a subject that has been played with in games to date in such a light-hearted, explicit, game-y way. Here, you don't get good and evil points for what you did. Here, your character won't grow horns or halos. The closest you'll come to receiving quantitative feedback is through trophies, which you earn for making good or bad decisions alike. All that confronts the player is the situations and the story. But, I would also have to admit that beyond the content, I think it takes a very mature gamer to appreciate a game like that. I hope I'm wrong on that part, but I can't really prove or disprove myself unless I abduct one of my non-gaming friends and sit them down to my PS3 for an hour or ten.

Long story short: play Heavy Rain if you think games can't cause the player to question their behavior, their life values, and their decision-making processes.

1 comment:

Westopher said...

Look... I'm sorry I paused the game that time! haha I didn't know what to do! :P

Great post though