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Inspirational Basterds: More Talking, Less Shooting

Pshades-s
Monday, November 30, 2009

Editor's note: Daniel wants more chat and less shooting from his video games. Do you agree, or are you one of those people who pounds the A (or X, or whatever) button to skip through the dialogue as quickly as possible? -Demian


I had the distinct pleasure of watching Inglourious Basterds last weekend. Movies tend to open in Japan many months later than they do overseas, so I was looking forward to it for quite some time. I’m happy to say that the film did not disappoint; indeed, it exceeded my expectations, and I feel it’s the best movie I’ve seen all year, perhaps the best I’ve seen in the last few years.

One thing that surprised me about the film was the extraordinary level of tension I felt in every scene, despite the fact that Quentin Tarantino somehow made a war movie without much of a war in it. Even though nearly all the characters are soldiers, there are no scenes of combat and only a few minutes of gunfire ("few" being relative to the film's substantial length). Nearly all of that action takes place in the finale, which becomes all the more powerful given the scarcity of violence leading up to it.

As I walked out of the theater, I was riding high on the excitement of the dialogue-driven scenes as well as the visceral thrill of the Nazi-killing ones, yet one of my first thoughts was of video games. Why can’t games deliver conflict without combat? Why can’t violence be the punctuation mark rather than the entire statement?

 

We all know video games are too action-focused for their own good. No other form of popular entertainment is as single-mindedly violent as video games. It’s not that we don’t have non-violent games, it’s that the biggest hits and the “game of the year” discussions all center around shooters or similarly-themed titles. This lack of variety at the top of the industry is why every time a crazy person shoots a stranger, someone goes on television and points a finger at games.

As Christian Nutt put it on last week’s episode of 4 Guys 1Up, the easiest game to make is one with explosions and violence, while the hardest game to make is one where people sit in a room and talk. With movies, the exact opposite is true. I’m paraphrasing, of course, but I think we can all agree that he’s spot on with his assessment of where video games are at right now.

Thinking of Inglourious Basterds and Nutt’s statement, I went back to my experience playing Heavy Rain at the Tokyo Game Show this fall. The scene I played did have a violent element to it (there was a gun pointed at my face), but at no point was I in a position to return fire. For all I know my detective wasn’t even armed. Yet I managed to talk the robber into putting his gun down and running away without anyone getting hurt. It was the most exciting demo I played in four days at the show.

I’m not calling for games to holster their weapons and give up on violence. I enjoy violent games just as I enjoy action movies and police dramas. What I would love to see, however, is more games that create conflict without headshots and kill streaks. I want to play a game where violence isn’t the only answer, perhaps even a game where violence is the wrong answer.

Video games are quite fond of drawing inspiration from hit movies. We’ve all played a variant of the Saving Private Ryan invasion scene by now, probably from both sides, many times over. I say we deserve moments in games akin to the opening of Inglourious Basterds: one man questioning another.

It’s not as far-fetched as people might think, this idea of thrilling conversations. It’s simply been limited to cutscenes instead of in-game actions. For me, the emotional high-point of BioShock was the conversation with Andrew Ryan in his office, not shooting Splicers with a crossbow. Portal gave me a gun that fired no bullets, and as I descended into the depths of Aperture Science, I was worried about what GLaDOS would say next as much as what the next puzzle would be. When I think of The Legend of Zelda: Link’s Awakening, my strongest memory is of that long talk I had with Marin.

Am I alone in wanting games where the tension comes from the threat of violence rather than the execution of violence? It often feels that way, looking at the sales charts and listening to video game podcasts.

We keep hearing talk of a Citizen Kane of video games. That’s a pretty tall order considering where we are right now. I say we need an Inglourious Basterds of video games, one with plenty of Nazis and murder, but only if we make to the last level in Paris. First, we sit down and talk about where the neighbors might be hiding.

Daniel Feit was born in New York but now lives in Japan. Follow him on Twitter @feitclub or visit his blog, feitclub.com

 
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Comments (12)
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November 27, 2009
First of all, I wanted to write something in a similar vein as this article but I am pretty sure you just blew whatever I would have said out of the water! Thank you sir. Very good article. I also need to completely agree with what you are saying. While playing Dragon Age I realized that although I found the combat a bit mediocre, same goes for the graphics, what was really grabbing me was the dialogue. Dragon Age follows the strong Bioware tradition of almost always giving you the option of talking it out before a major battle, as opposed to just bashing someones head in. A good part of the game (at least for me) involves tense dialogue trees where I am trying to talk my way out of the fight; while at the same time trying to figure if the person/creature/demon I am speaking with might [i]deserve[/i] the swift justice of my axe. This possibility to talk your way out of a bad situation is not uncommon in American style role playing games, such as the final boss "battle" in Fallout 1 for the PC. Open world games are still all the rage, but they are opening games up in the wrong way. I want to see more titles in the industry changing the focus so that confrontations are open, especially in ways that allow discussion and mediation as opposed to immediate physical conflict.
Pshades-s
November 28, 2009
Funny you should mention BioWare, I'm playing one of their games for the first time (Knights of the Old Republic) thanks to a mega-sale on Steam. The combat is awkward as hell so I hope the game turns out to be more compelling in the conversation department.
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November 28, 2009
It actually does, or at least it grabbed me pretty quick. I don't think there are as many options as you might find in Dragon Age for converation, but the characters and voice acting are really well done. You eventually get used to the combat. Actually, as a side note, I thought that the combat in Dragon Age is REALLY close to Knights of the Old Republic.
Demian_-_bitmobbio
November 29, 2009
You should definitely spend some quality time with multiple BioWare games, Daniel. Along with Bethesda, they've consistently tried to integrate dialogue and dialogue choices in their games. As much as I appreciate that effort, they and we still have an incredibly long way to go. Gamers expect interactivity, but two or three dialogue options doesn't really cut it, considering we're used to infinite dialogue options in our own real-life conversations. I feel like the next leap in in-game dialogue is going to be all about A.I. Guess we'll have to see how Milo turns out.
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November 29, 2009
Good Article, I don't know if I would want LESS action in a game but I would welcome more talking if it was done with the same quality as say Uncharted 2's script.
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November 29, 2009
Great article, Daniel. I agree that, if a war movie like Basterds can pull a rush out of its audience through dialogue, so too should games. I think MMOs owe at least some of their success to the fact that gamers interacting can have real, gameplay impacting dialogue that you (for now, at least) can't get out of any AI. Again, great read.
November 30, 2009
I have to agree that the dialog in Dragon Age draws you in. I am actually looking forward to buying the novel Dragon Age: The Stolen Throne which is a prequel to the game.
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November 30, 2009
Great article! I've always admired games that can create tension without violence. On the topic of Knights of the Old Republic: I remember a very tense dialog sequence when you stand trial after poisoning that water planet (spoiler?). I also really liked the scene with the Junktown casino owner in the original Fallout for the same reason.
Pshades-s
November 30, 2009
I'm happy to hear good things about all these RPGs but I still dream of a future where a straight-up action game can have a gripping showdown over a negotiating table or perhaps a radio. Maybe it's only a matter of time as more games take writing/acting seriously? These are relatively new features in games, after all.
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November 30, 2009
Daniel, I totally agree with you in that we need more games that don't capitalize on the idea of walking into a setting with guns blazing in order to achieve your goal. Like Demian had commented you should note that Bethesda's games, notably their most recent title, give you the CHOICE to actually complete your quest without always having to use force or violence. There have been several occasions when playing Fallout 3 that I had talked someone into doing something instead of opting to kill the character. You have that in some games, and in both Oblivion and Fallout 3 you have the freedom to kill just about anyone in the whole game sometimes blocking you from achieving certain goals or even acknowledging some side quests that can play a big role in your gameplay experience. You don't always get rewarded for using violence. In games like the Metal Gear series you're even given a CHOICE to beat the game without having to kill anyone at all. Even the bosses of the games don’t have to meet their demise. You can have a full arsenal of deadly weapons you can use your only two guns to put everyone to a momentary state of unconsciousness (literally; these guys will actually get back up in the game about 3 minutes after you tranquilize them) or you can kill them. And you do get rewarded for it you do win certain items in a number of Metal Gear games if upon completion you had not murdered any guard. I don’t remember it ever punishing you for killing people but in Metal Gear Solid 3 you do have to meet the ghosts of all the guards you killed prior to the boss fight, if you had killed anyone at all. Keyword is CHOICE, but it's a start to a Drama packed game you seem to be asking for here. I'm also happy you made some acknowledgement to David Cage's upcoming Heavy Rain. If you haven't you should play Indigo Prophecy/Fahrenheit, his prior work on the Playsation 2, Xbox or PC.
Default_picture
November 30, 2009
Great post, Daniel. Games are most definitely closer to Quarantino flicks and before we take on heavy drama, the industry should try to reach "good action flick" status at least. Although, Quantic Dream seems to be skipping ahead. Someone let them know! STAT!

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