Monday, January 21, 2008

The Transparency of First Person Shooters: Response to Class Discussion

The group presentation tonight seemed to generate a great deal of discussion, much of which was of great interest to me. A considerable amount of questions were raised about the concept of transparency in film, and the possibility of a film being completely transparent. The best examples of this from classmates were Maya’s interest in the films of Michael Winterbottom, and Dewey’s interest in Trailer Park Boys.

The Winterbottom films are quite close to complete transparency, in that in The Road To Guantanamo (2006), In This World (2002) and 24 Hour Party People (2002) all make you feel like you are actually involved in the plot. Winterbottom has a real knack for making the audience feel like you are right next to the character through the use of night vision camera work and the majority of the film being shot in hand held. Trailer Park Boys also does this with the interviews with characters, the use of hand held, and the feeling of a documentary style film.

However, both of these are quite immersive in their own right, but after listening to all the examples and presenting some myself, I couldn’t help but realize they can’t even come close to offering the transparency of a video game. To get down to specifics, the first person shooter is the closest we have come to a transparent medium.

To start from the beginning, in 1999, Irrational Games created System Shock 2 for the Sega Dreamcast. The game appears on numerous ‘Best Games of All Time’ list, and takes place in the future on board a spaceship. The interface (shown below) is quite complicated. Just from looking at it, it isn’t hard to see how frustrating operating such a massive interface to switch weapons, reload, etc. would be. It is interesting that Irrational’s next success was a game set in 1961 in an underwater dystopian society much like Atlantis.

At some point, Irrational Games became 2K Game’s, and they created Bioshock (2007). With Bioshock, gamers receive the latest in transparency and interface design (or lack thereof). There is a screenshot from Bioshock below. When walking through levels, all that is displayed on the screen is health, eve (the supply of special abilities which diminishes each time used) and what type of plasmid (special ability) or weapon is currently drawn (ammo appears when guns are drawn). For the Xbox 360, you must press RB or LB in order to cycle through the plasmids/weapons available to you, at which point the game pauses and an interface pops up for gamers to select from. This revolutionizes game play and makes everything less cluttered, easier to operate and much more transparent. Just compare the two screenshots below and it isn’t difficult to see which game you’d rather be playing.

In short, as time goes on, games become much more transparent. The reason video games are becoming more transparent than film is because they are interactive. Film may place you directly beside a character as with the Winterbottom films or Trailer Park Boys, but you can’t reach out and touch them. Video games bring us that much closer to transparency, specifically with interfaces disappearing. When you talk to someone about a film, you may say ‘remember the scene where so and so shot that guy?’ However, when discussing a game, it is easy to catch yourself saying, ‘I finally killed that guy!’ The high level of interaction in a video game allows for users to lose themselves much more easily, and brings us that much closer to complete transparency of the medium.

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