Realism in shooters and the fact that there isn't any

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Tuesday, July 05, 2011
EDITOR'S NOTEfrom Sam Barsanti

While I think I would give some shooters more credit than Jason does, he's completely right about comparing them to big, dumb action movies. Gaming has loads of Michael Bays, but shouldn't it strive for something better than that?

No game or movie can ever recreate the terror and intensity of actual combat, but there’s something to be said for a noble failure. Whereas lots of modern war movies strive for realism, first-person shooters always just aim to entertain. It is because of this singular focus that your average FPS tends to resemble the work of Michael Bay: a loose collection of shootouts and explosions. By way of comparison, the movie Saving Private Ryan captures not only the visceral intensity of combat, but the emotional toll it takes as well.

Gaming is capable of doing so much more as a medium, if only people would realize that there are other templates for success than hackneyed action flicks.

In the interest of full disclosure, I briefly served in the military from 2005-10, so I’m probably biased. I was never “in the shit," nor have I ever experienced combat firsthand, but it doesn’t take John Rambo to smell the BS wafting from most  FPSes. Developers and gamers zealously defend the genre against charges of exploitation, but when the games make no attempt at realism, it’s hard to see them as anything but.

 

Gaming is still a very technical medium; built upon simple diversion and with little regard for narrative, it has struggled to evolve. Did Tennis for Two have a professional screenwriter? Did Spacewar! adhere to the standard three-act structure? Did Pong end on a cliffhanger? It’d be difficult to classify these early efforts as anything more than games, because they really were nothing more than cheap sources of amusement. “Story” was an entirely peripheral concept, and I would argue that modern video games have made little progress.

In the time since Wolfenstein 3D -- often considered the original first-person shooter --  these games have gone from glorified shooting galleries to technical marvels. Texture mapping, advanced motion-capture, and the ubiquitous Unreal and Call of Duty engines create sharp, photorealistic graphics. Sampled weaponry and military consultants make the “suspension of disbelief” an easier pill to swallow. Modern FPSes look and sound authentic, but in the process, we’ve neglected the intangible aspects of war -- the intensity, fear, and crushing sense of finality. There’s no agenda or higher calling beyond pure entertainment.

Take this scene from the 2001 film Black Hawk Down: The battered convoy heads back to base, with Somali militia taking potshots at them along the way. Suddenly, a shooter hits the lead Humvee’s gunner, SGT Dominick Pilla, who slumps out of the turret and lands right on his buddy’s lap. The camera cuts between different individuals as they take in Pilla’s untimely death, but our grief is short-lived. As the music swells, another soldier mans the .50 cal and suppresses the remaining enemies.

The gaming equivalent goes something like this: With little pretext, you get into a .50 cal turret and proceed to mow down hundreds of bad guys. That's it. There’s no emotional investment, no sense of gravity. There’s little beyond the actual act of killing. Dead comrades are brushed away, each soldier a mere blip on the screen. Many shooters, like Ghost Recon: Advanced Warfighter 2, actually encourage you to recklessly sacrifice comrades. Why would the player feel any trepidation about losing squadmates when they’re nothing but war-movie clichés?

Black Hawk Down’s purpose is to showcase the heroism of the Rangers and Delta operators who acquitted themselves admirably on that tragic day. What’s Black Ops’ reason for existence? It’s certainly not to inform -- there’s no attempt made at realism beyond superficialities. The underlying subtext and human emotion is stripped from the experience. What’s left is a crass imitation of popcorn action flicks. I'd even say that Saving Private Ryan’s first 20 minutes are more authentic than the entire history of first-person shooters.

It’s hard to take FPSes seriously when their narratives toe the line between absurd and ridiculous. Realism is swapped for neo-commies, shadowy government conspiracies, and nuclear missile strikes. Developers are so horrified of making waves by featuring contemporary conflicts and enemies that they substitute in cartoonish Russians, Nazis, and zombies. Any game that attempts to cloak itself in realism is met with a chorus of boos, and who can blame these indignant critics? Gaming doesn’t have the greatest track record when it comes to nuance and subtlety.

When Tom Clancy’s The Sum of all Fears was adapted to film, the villains were changed from Arab nationalists to neo-fascists. FPSes followed suit, dropping any realistic enemy combatants for more imaginary enemies. Halo gets a pass, because it’s set in a fictional, sci-fi future. But what’s GRAW’s excuse? Why does Modern Warfare 2 eschew contemporary conflict for Red Dawn?

The newest Medal of Honor is a huge step forward, both for the genre and for gaming in general. MOH is set in Afghanistan, circa 2002, during “Operation Anaconda.” Its narrative adheres closely to the book Robert’s Ridge and as such, carries the whiff of realism. I was very impressed with how authentic it felt, but many actually criticized the writing for being too wooden. That's the thing, though. The real Tier 1 Operator isn’t Nicholas Cage or Sean Connery from The Rock. Every word out of their mouths isn’t worthy of Shakespeare. They’re just regular guys with extraordinary skills and courage. Plus, the ending of Medal of Honor just floored me. Instead of the usual bombast, they close with a sincere tribute to our Special Forces.

There’ll always be a market for dumb action flicks and shallow FPSes like the Call of Duty series, but for gaming to move forward as an artistic medium, developers must strive for greater realism. FPSes can, and should, express more than just death and destruction.

 
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Comments (14)
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July 05, 2011

Good points here, but I'm wondering how real we could possibly get in FPS games. I mean, it's hard enough to calculate how a certain health percentage reduces a character into a bloody stump. And the whole "run the character over the health kit" system of healing is still pretty silly. Healing became somewhat more realistic in Left 4 Dead, but it's hard to imagine any more efficient ways to change the FPS genre. 

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July 05, 2011

I'm guessing the "realistic" method of healing would be to have no healing at all.

167586_10100384558299005_12462218_61862628_780210_n
July 05, 2011

I agree wholeheartedly with you, and you're pretty spot-on about with your criticisms. However, what changes would you make to bring in a little more realism? Take away the regenerating health? Give the player less cannon fodder on both sides of the battle? Try to develop the characters a little better? What happens when you do that is you get an unplayable game. Not to push my own work, but I actually wrote an article a while back on the impossibility of representing war in fiction where I examined multiple mediums and game franchises.

In my opinion, what it comes down to is this: war is something too large, complex and incomprehensible to recreate with any true sense of realism or authenticity, especially when it comes to fiction (and even to some extent documentaries, since you're still a passive viewer). The reason lies completely in the nature of fiction: it requires a narrative - something that life does not have until we impose one.

Narratives require characters, plots, rising and falling action, etc. The more of a well-crafted story you get, the futher you're getting away from reality, because you're escalating the artificiality. Players and viewers need that story to shield themselves from the harsh reality of war. I'm not saying, though, that games or movies shouldn't try to capture it. In fact, in my article I go so far as to say that because of the heavily interactive nature of video games, they're perhaps the best medium to attempt this.

But if you can't attempt to truly portray war realistically, what do you strive for? Simple: the *effects* of war. Like you said, those small, intimate moments during which a player or character reflects about the loss of a comrade. The Mass Effect series is good at this. Gears and Halo? Not so much.

Call of Duty, for all it's fanfare and Michael Bayisms, actually has a lot going for it. In my article I cite the MW2 battle in the Virginian suburb and the CoD4 Chernobyl level as two particularly good examples at trying to comprehend something entirely incomprehensible, or at least portray how incomprehensible it is.

Sorry for the long response, you had a great article and it's about a subject I'm particularly interested in.

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July 05, 2011

I'm not totally inflexible. I realize that certain FPS "video game" tropes, like regenerating health, are probably necessary to attract a wider audience. I realize that the general public doesn't want to play a true "realistic" shooter: one hit and you're down, no regenerating health, few enemies, no continues, etc.

I suppose my problem is more from a narrative perspective. Little, subtle moments like the clip I linked to from Black Hawk Down are just nowhere to be found in FPS's. Like most genres, FPS's need to be more story-driven and less about mowing down thousands of nameless, faceless bad guys.

I also realize that it'd be foolish to expect the Modern Warfare series to go away--not when it's selling 20 million units. But a sub-genre needs to evolve that focuses more on storytelling and true interactivity vs. the single-minded representation of the itchy trigger finger.

As I said, certain gaming tropes are probably necessary, but there's changes that can be made. Whenever I play a FPS, and start annihilating what seems to be an entire battalion of bad guys, it screams to me VIDEO GAME. Or worse, it seems like a crass imitation of Rambo. There's no one-man armies IRL, and even in squad-based shooters, you seem to kill a disproportionate, unrealistic number of enemy soldiers.

I disagree somewhat with your description of "narrative." True, the more artificial drama, the more unrealistic it becomes. Just look at "Titanic" and "Pearl Harbor"--both used the template of a historical event to tell a fictional love story, in my opinion, ruining it. But sometimes, the most dramatic stories are ripped from the headlines. The producers of Black Hawk Down took some dramatic liberties, but it was pretty accurate. Band of Brothers was exceedingly realistic, and faithful to true-life events.

I think when you start approaching reality, ala Medal of Honor, critics complain that it's too boring. But that's how it is. In fact, a realistic military simulator would be extremely boring: lots of sitting around, paperwork, and a smidgin of action.

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July 05, 2011

Testing sorry. 

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July 05, 2011

Testing sorry. 

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July 05, 2011

How about the Brothers in Arms games? What I've enjoyed about the series is how you don't always face waves of enemies. Most firefights only have about 20 or so enemies, and you have to be careful and not rush situations.

 

As for 'realistic' shooters, there are the Armed Assault/Operation Flashpoint games, where getting shot typically means mission over or at the very least crawl through the level. Not always the most fun, but its mainly for a certain kind of person.

Bmob
July 06, 2011

I complain about realism in shooters a lot, but to tell you the truth, it's not what I'm looking for. I'm just looking for a game that doesn't smash the "best bits" of James Bond, The Transporter and RED together to make an all out blaow-fest. I'm not saying we should be working our way towards tonnes of FMVs, but I -cared- when x died in Lost Odyssey, and I haven't found anything remotely similar in any FPS. Who cares if bad-ass-mofo-x dies? Chances are good if he's been around a while he's totally annoying anyway.

Dcswirlonly_bigger
July 06, 2011

To the people talking about mechanical realism in shooters, what the poster is really talking about here is just how badly shooters portray the drama of war, or really just how bad their narratives are in general. That end result probably matters a lot more than whether or not you die in one hit.

The reason for this problem in shooters (and really games in general) though is likely because the poeple who make these games aren't storytellers. They just make technical programs and fun games. Even when they do hire a writer in there, they usually just have them write a story around the game they've already designed.

Eventually someone's gotta come in from the opposite direction and say "I'm going to make this game specifically to tell a story." If that can happen from the point of view of a capable storyteller who is either skilled at making games or is allied with someone who is, then that will be a huge step forward.

Aside from that though, I also sthink the FPS genre by its nature is limiting to narrative. Infinity Ward has certainly taking things a long way with HOW they tell their stories, and to their credit their Call of Duty games are actually pretty good at creating likeable characters and memorable events. Maybe if IW (or even Respawn) made another shooter, hired on a military writer early on, and gave them significant control of the game's direction, we might have something.

Other genres might have the answer too. Maybe the answer isn't a military shooter at all, but an adventure game about war, or an RPG, or a combination of such elements. Someone has already said that Mass Effect takes a few steps forward with its emphasis on conversations and character developmnet.

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July 06, 2011

Agreed. FPS's are in sore need of some talented writers. Gaming tropes, like regenerating health, saves, and continues, probably aren't going away. But I'd kill to see a story-driven shooter. That's the next organic evolution for FPS's (and gaming in general).

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July 06, 2011

The best scene where I felt most like a soldier fighting a battle in a real war was from COD or MOH where you had to storm the beaches for D-DAY.  I was actually sick to my stomach and couldn't play the game for several days after because I became so emotional about it.  That level of feeling needs to come across in the game for any FPS to be considered more than a popcorn shooter.

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July 07, 2011

I always liked the Russian bits from the old CoD games. They drove home the idea of the meat grinder in Stalingrad.

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July 07, 2011

My comment got eaten by the Spammatic 2.0, so I'll repost it now:

" I totally agree with you, Jason.  In the spirit of full disclosure, I am thoroughly entertained by zombies (Nazi or otherwise) and I play more than my fair share of space/fantasy games.  But something has been missing.

 

Years ago I played many hours of Diablo II.  About a year into playing, I started playing “hardcore mode”, and shortly after it was the only mode I played.  Hardcore was brutal.  Let your life go to zero, and your character is dead.  Forever.  Doesn’t matter if your character was level 1 or 91, dead was dead.  No revives, no do-overs.  Death could come from any quarter at any time.

 

It was both exhilarating and soul crushing when your high-level character with godly gear and overpowered skills went into battle, because there was always a specter of death hanging over each engagement.

 

I think today’s FPS military shooter is missing a hardcore mode.  I am not sure Call of Duty is capable of slowing things down as much as such a thing would require, but someone needs to do this.  I don't know what it would be like, but I'm open to it."

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July 07, 2011

I can see FPS's taking a page from Heavy Rain, whereby you have a diverse group of characters, any one of whom can die permanently, and the narrative accommodates your actions. That'd lend each battle, as you say, a sense of exhilaration. I certainly felt a rush any time Madison or Jayden were in danger. 

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