First Person Shooter in Real Life

This game that I found reminds me of the movie we say on Tuesday in class. The name of the movie has slipped by mind; but what hasn’t is the fact that this movie was considered one of the first failed first-person shooter games.

(to remind you of the movie we saw, I’ll briefly add some distinguishing notes about it. First, the movie was in black and white. This movie was about a girl discovered what the guy had done. To cut to the chase, the movie moves from third person (the audience’s look) to the camera’s look and takes on the point of view of the guy. The point of view shot was pretty phony looking.)

To draw a comparision between the movie we saw and the game I’ve posted a link to below, I must say that this game is a little bit of a fail for the same reasons the movie failed.

But first, what I liked about the game:

What I liked about this game is that unlike other games, the actual image is of real life people and things. Before playing the game, my thoughts were that this game would be interesting because it would probably merge some aspects of real life images and the notion of game play in videogames together.

However, the interaction between the gameplay and the real life images fail because of the game’s inability to correctly use a POV shot. This game reminds me of the movie we saw because like the movie, the hands of the player just don’t match what we’d really see and so, this game then becomes a cheesy game (kind of like the movie we saw in class). So in the end, the interaction between the player and the other components of the game become really superficial and not worth playing.

But don’t take my word for it, try the game  yourself.

Tension from first person perspective

This issue that arose in class on Tuesday stuck out to me: how and why does a subjective first person perspective seem to smooth things out and perhaps relieve tension in games while it makes things more jumpy and increases tension in film? As I thought about it, what I came up with was the effect of perspective on our perception of control. If we’re in first person, we expect control, in some sort of very basic way. But on top of that, I think we also experience control more vividly from a first person perspective. We’re used to controlling our own daily lives from a first person perspective, and so I think we can get more strongly into the experience in that perspective, all else equal. So we not only feel that we are in control in a first person video game but we feel more natural and fluid in some way.

By contrast, with film we feel much less natural and out of control, in that events are going on that we are more directly involved in because of the perspective, but we have absolutely no control over them. I think this is probably part of why subjective shots get used in the places they do in: no matter what’s going on in the film, we have this expectation of control that isn’t met, and that unmet expectation brings about some anxiety in us. It would be silly to bring about anxiety in this way in something like a romantic comedy, where becoming anxious and worried is contrary to the point of the movie. On top of the anxiety that we get from our unmet expectation of control, what little control we may feel may be extremely negative. In Silence of the Lambs for example, what tiny bits of control we get in the night vision scene are all very unpleasant, because it’s as if we’re driving the actions of the killer himself.

Cloverfield

I was thinking about all of the discussions we had in class last Tuesday…the main point that stuck out to me was that there are a very limited amount of female first person perspectives in movies and in games (except the game we discussed in class).  Naturally, I set out to find such an example.  However, either this perspective doesn’t really exist, or I just have a limited range of movie and game knowledge.

So then I began to think about all of the strange perspectives I have experienced with movies, and I thought of Cloverfield.  I’m not sure which category this perspective falls under because the idea is that the film is shot from a hand held video camera.  Therefore, the characters interact with the camera as if it is another character and sometimes the camera goes back on the person filming.  Personally, although I found this technique to be interesting, I did not particularly enjoy the unsteadiness throughout the film.   If you have not seen the film, I posted a link to the trailer below.  It shows a glimpse of the style of Cloverfield…Enjoy!

Cloverfield

The Subjective Viewpoint in Video Games

After considering what we discussed in class as the “subjective view” of specific characters in film, I quickly was able to think of movies I had seen that used this view to great effect (Fight Club especially as I mentioned in class). However, I struggled to think of instances where this came into play in any video games that I had played. Upon further (and deeper) thinking though, I found that I was simply missing the way that the elements fit together in the games I have played. For example, The Legend of Zelda: Twilight Princess uses the subjective view in that there are certain parts of the game that can only be seen when the player transforms Link into a wolf and triggers his “wolf vision.” This really made me think of the advantages that there are to using the subjective view in a video game. A developer can make an entire game, and then with a simple upgrade or a change to some other kind of point of view, the game can be completely changed. In a sense, any kind of game that has places that cannot be reached until the player gets certain upgrades or have completed tasks use the subjective view, as they player is forced to go about the video game inhibited by the limited abilities of the character(s) they control. Having never studied the subjective view before this class, I must say that it is something that is incredibly important to the art of story telling in both film and games (as well as literature), and have realized that it is an integral part of each of these genres that while having seen it used, I had never before grasped its importance.

First person point of view

This post is written in response to Tuesday’s discussion about a first person point of view.   The first person point of view can have an incredible effect on how a person interprets and feels about a particular event either in a game or in a movie.  Usually in movies the effect that a first person view has is a feeling of suspense and anticipation.  These feelings are brought on by the fact that that people cannot control the actions that they are viewing.  This effect has been demonstrated in many films.  One film that we did not discuss in class was Doom.  In one portion after the main character wakes up in a different state of mind after being unconscious and the movie switches to a first person point of view.  When watching the events in the movie unfold the viewer starts to will the main character to do certain actions or even to survive more so than when they were watching in the third person point of view.

When the first person point of view is applied to videogames it takes on a completely different role however.  People tend to become one with the character they are playing especially when game play is very intense.  This is demonstrated very well in he game Chronicles of Riddick: assault on dark athena where you are in a first person point of view for most of the game.  What sets this game apart from the rest is the concentration on stealth and melee combat.  This makes the gamer more likely to try and interact with items in the game world in real life ie turning your body when hugging a corner or squinting to see in the dark when the lights are out.

The “Other” Links

Today’s class discussion introduced the concept of platform point of view. The following link portrays the result of a cross between Super Mario and Half-Life 2. Point of view, along with Mario’s newly acquired weaponry, allows the audience to witness the role of point of view within a first person shooter. Combining these two genres of videogames applies multiple aspects of Galloway’s concepts.

Super Mario Bros in First Person

A second link provides a trailer to the movie “Gamer”. Although the movie correlates with numerous class discussions, the direct interaction of a first person shooter and “looks of film” are evident within this trailer. Emphasizing states of Otherness creates anxiety and estrangement within the movie and within the movie’s videogame.

Gamer – The Trailer

Limited View

In this chapter, Galloway discusses camera angles.  He spends a lot of time on the subjective angle, which would be the angle for a first person shooter game. I found that I had some different responses when I actually tried playing Quake. Galloway suggested that seeing from a characters view helps you sympathize with that character. While this may be true, I found I had a different experience.

Firstly, maybe because I am used to the subjective view used in suspenseful movies, but I was constantly worried about what was behind me. The first-person view in Quake gives close to a 180 view if that, and with people shooting at you, you constantly have to be turning completely around to see what is behind you. This is obviously unrealistic as in life, if you are concerned about something behind you, you are able to look over your shoulder, and in which case I think the overhead view of the game may in fact be more realistic. The basic idea here is that, in life we are more aware of our surroundings than in the FPS perspective, and this caused me frustration while playing.

Secondly, because I was new to this game, I spent a lot of time bumbling around trying to figure out how to turn.  The turning angle of the character is on a 360 point so besides the view not seeming as realistic, and the movement not seeming very realistic, I found myself actually more distanced from the character I was playing, and frustrated with it. In that way, the FPS perspective made it very hard to empathize with the character I was controlling.

Despite all of this, I am completely aware that I felt unnatural in the environment because I had not mastered the finesse of the movements of the game, and I definitely see where Galloway is coming from in that in some situations it might be  more stimulating to be the character rather than to see the character.

Those crazy Chinese gamers…

This article from video game blog Kotaku is about a Chinese Counter-Strike player. He allegedly used a cheat code to give him the ability to see through walls and give him a distinct advantage in the game, and as a result, a fight ensued. But not just any fight. He received a foot-long knife through the head.

And survived.

To me, this shows how different Chinese gaming culture is from American gaming culture. Yes, there have been American WoW players who have killed themselves over the game and whatnot, but China is a country where people are professional WoW gold farmers, the government runs video game addiction clinics, and in general, seems to be a much more extreme gaming culture. Perhaps this is just because China is a country of 1.3 billion people, and among all those denizens, there are inevitably going to be some weirdos. Maybe Americans are just as crazy (some kid did kill his mom for taking away his Halo 3). Whatever the case, it’s an interesting look into gamer psychology.

The most intense image you will see today.

I believe video games do not create people like this, though. Kids who want to stab other kids are going to stab other kids, and video games just happen to be the excuse here. If video games didn’t exist, I’m sure they’d do it over a soccer game or LARPing.

でもね。。。

Galloway spends this entire chapter talking about the importance of the camera angle. He details exactly how powerful the subjective shot can be, because it is capable of conveying so much more than just a visual. He says that these types of shots are perfect for FPS games because of the connection it establishes between the player and the environment. He’s definitely got me convinced, except for one thing– what about those videogames that allow the player to switch between camera angles? There’s typically a far-away angle where the entire character is visible, a behind-the-shoulders angle where the player is thrust up against the character’s shoulder and head, and a first-person angle.

For some games, this first-person angle would only be classified as a POV shot– it merely situates itself in the player’s place, showing things from their height. It has nothing of the intricacies that make it a perspective shot, where it conveys all the nuances of actually seeing. This is usually the case for adventure games, but some seem to enter into perspective shot territory. In some games, the camera shakes around when the character jumps, and becomes fuzzy when the character falls. If the character gets hit, the screen goes red and pulses.

So my question is this– if a perspective shot carries so much thought and meaning, what do they become in games that allow the player to switch between camera angles? The perspective angle is obviously not important to the story in those cases. Personally, I’ve never been fond of the first-person perspective, or even the over-the-shoulder one. I feel like I’m not “getting” everything if I can’t see the character– because the story revolves around this character, not around me. This brings up the question of story-telling in games and its relationship with camera angle, which seems similar to movies– it’s hard to tell a story in first-person POV, and requires a unique aspect of the story to make it work.

“Camcorder subjectivity”

It’s interesting that Galloway mentions The Blair Witch Project in this week’s reading, and I was surprised that he didn’t spend more time on it.  This notion of “camcorder subjectivity,”  albeit “not a subjective shot per se,” provides a number of very personal effects for the films in which is used.  Though I have not seen Blair Witch, two other films (which I thoroughly enjoyed and) which come to mind are Cloverfield and Paranormal Activity.

Camcorder subjectivity” can play multiple roles, all of which are seen between these two films.  It is certainly capable of performing the role of subjective shots, especially when it is clear that the operator is looking through the eyepiece, such as the interviews during the party in Cloverfield or when Mica is annoying his girlfriend in Paranormal Activity (which, interestingly, includes several mirror shots); it can provide more passive shots when put down by the operator; but it maintains a definite distinction from typical cinema cameras, which are not typically supposed to be a part of the film world.  Batman, for example, could not accidentally bump into the camera and disturb its perspective as Mica does in Paranormal Activity (during one of its otherwise terrifying, passive tripod scenes).  The camcorder is clearly on the same plane as the events unfolding in front of it–it is a part of the movie, and is bound by all that this entails.

The story of Cloverfield unfolds almost entirely through a handheld camcorder, held by various characters as they endure the monster’s assault on New York (aside from the camcorder, the opening frames indicate that the footage is being accessed through a government database.  No footage of the world post-camcorder is shown).  Carried by previously-partying twenty-somethings with presumably no background in film-making, the camera’s view is terribly shaky and unreliable.  The danger and urgency of many scenes is greatly accentuated by use of the camera, both because of the disorienting shakiness as well as the limitations it provides.  The camera is often not pointing in the direction of what’s important, whether it be the danger behind them or the way out in front of them.  The audience is alerted to danger via screams and other loud noises, and is left to squirm and sweat, waiting desperately for the operator to turn and reveal what exactly is causing alarm.

Paranormal Activity, on the other hand, creates tension with the opposite approach.  The times at which the camera becomes relatively passive and sits on the tripod are generally the most terrifying.  True, this is partially because the characters are often in more vulnerable states (asleep) during these scenes, but there is more to it.  What makes this movie so terrifying to me is what it doesn’t show, and it doesn’t show us because the camera is not in a position to move.  Events and violence unfold, but the action often moves off screen, leaving the viewer helpless, either waiting for something horrible to appear or watching characters be dragged helplessly out of sight.

A similar effect is seen in the videogame Resident Evil. Zombie games are certainly fun, but I’ve never played one that scared me like that game, and it was because of the perspective.   Though not viewed through a camcorder (or in any way that interacts with the world around it), it is the same fixed view which gives each scene its terror.  As you move from room to room, the camera shifts to some awkward position, such as looking down the hall or from a corner of the ceiling.  The character is controlled from this static view, a) making the controls unintuitive and thus very stressful when quick response is needed and b) allowing things to surprise the character suddenly from off screen, or even disturbingly reveal themselves ahead of time with an approaching shadow from the corner.

Jamie

The Looks

Throughout the entire first half of this chapter, I found myself thinking of movies I’d seen that had the different “views” in them. It brought up thoughts of the TV show The Office, the movie Cloverfield, and others that Galloway had mentioned throughout the chapter such as the Terminator and the Matrix.

I found the idea of using the “fourth look” as an extremely rare case pretty ironic as it is used quite often in television today. Jim Halpert, of The Office, is famous for looking into the camera when something ridiculous happens or is said and giving his “well what are you gonna do about it” face with his shoulder shrug. Maybe because I’m such a huge fan of The Office, do I even notice this – but after reading Galloway’s article, there really are very few other shows or movies that incorporate a forth look consistently, other than Galloway’s example of the Terminator.

I know there were mixed reviews about Cloverfeild, but I personally thought it was amazing. As soon as Galloway brought up the differences between subjective and POV camera shots, I began to think about my experience with movies done in this style. Cloverfield was one I had trouble with, simply because Galloway didn’t give any insight as to where “documentaries”  or documentary-like films would fall into place within this breakdown of looks. (Paranormal activity would be another movie done in documentary format.) After thinking about it I decided it has to be POV, because it’s not claiming to be through their eyes, just having the same sight lines as the main characters. Also they do film themselves and give themselves face time on the camera which indicates that it isn’t through their eyes as they don’t use mirrors to film themselves.

I just found the breakdown of shot-types to be very interesting as I’ve never taken any film classes before. Unfortunately I hadn’t seen any of the Hitchcock movies referenced or the Lady in the Lake, so I had to draw my own examples from experience, but think that in doing so and critically thinking about placement of pseudo documentary-type films within the “look” spectrum allowed me a better understanding of the Galloway chapter.

The Baron… the movie/visual videogame?

While The Baron is not a FPS, I think it would be interesting to see how the subjective shot and other POV shots could be used if the text-based game were in movie or graphic videogame form. In movie form, I think these various shots could more easily be used to give clues that the supposed protagonist is actually the baron – in theory, at least. Whereas games succeed because players have control, in a movie, the viewer would have no control over the change in POV, making it more effective when all of a sudden “you” see the baron’s reflection in the mirror. In my example, the audience would have to feel as if they are the main character, but, as Galloway described, movies of the past have faced many hurdles in attempting to tell a story in this way. While the general narrative would perhaps be successfully told, the audience would never really experience everything the “protagonist” experiences.

Similarly, I think there would still be hurdles if The Baron were translated into graphic videogame form, as I don’t think player control would aid in conveying the narrative in the same way – though it would help the player feel more like the baron since the player is the one actually doing all the actions. The game would have to deny the player the option of switching POVs, and perhaps instead have the POV automatically change during certain times in the game (for example, when you enter certain rooms or look at certain objects) in order to hint that the “bad guy” is actually you, the player. However, unexpected changes in POV (especially when going from room to room) might be too distracting to the player for it to be effective. But, if it were possible for The Baron to have a visual, “typical” videogame form, it would also be interesting to see if the visual form or the textual form would be more effective…

In all, thinking through this idea of translating The Baron to some kind of visual form brought me to Galloway’s main point in regards to subjective and other POV shots – where film fails, games succeed. Also, it is interesting to note that it seems like the visual videogame form might not tell the story as effectively as the movie form, which brings back the discussion about games and narratives…

The difference between ‘watching’ and ‘doing’ in a subjective viewpoint

Galloway’s chapter on first person shooter games isn’t really about first person shooter games, but rather about subjective first person devices used in visual media, beginning with film, and then later explored further in first person shooters. Innovative filmmakers began pushing past the traditional POV shot into a more subjective first person shot as a way of embedding the viewer deeper into the mind, psyche and emotions of the character.
But no matter how elaborate and realistic the subjective shots in films are, they still only manage to show the viewer something. The viewer is still simply watching the film. He or she may begin to understand how the character feels, or what they are thinking with the shot, but they don’t feel it, and they can’t be certain.
These limitations are inherent in any visual medium, including videogames. The gamer does not feel what the character of an fps feels, but there is one important difference. Since the gamer is not merely watching things unfold, but is in direct control, something does change. The entire mental activity, and decision-making action occurs within the mind of the gamer. As a result, even the emotions of the character can occur in the mind of the gamer. Fear, excitement, and anger all flash constantly through the neurons of the gamer as the diegetic action reflects the activity of the gamers mind, channeled through the controller.
The jump that occurs from filmic subjective first person shots to an fps game, is amazing.  The jump from ‘watching’ to ‘doing’ vastly changes the type of mental activity occurring in the viewer/gamer.

Play-by-email

As I research and browse the web about the development of text-based games, I came across something very unusual yet quite intriguing.  It’s something called “play-by mail” games. This is a form of text-based game that is played through postal mail or email. I had no idea about the existence of this type of games. Apparently, chess was played through mail for a long time.  Other games include The Glory of Kings, Atlantis, and Triad Weyrs. This site provides many games including a map-based war-game that players can play by post or email. There is a price that players have to pay in order to get turns in the game.  Here is another site about a Play-by-email game called Atlantis. The players get a chance to have their turn every Sunday.

How complex can you get?

I found a game called First Age Avalon which is by far the most complex and intricate text based games I have ever come across.  There is even a economics system in the game which is huge.  The game it’s self is a text based MMORPG which explains the economics system.  This reminds me of the intuitive nature of the parchment game that we did in class on a much grander scale.