Long Live Play: When Games Tell The Truth
I am not a hero. Watching Sony’s recent “Long Live Play” commercial for the Playstation 3 confirmed this. Don’t get me wrong, I am Michael. I diffused the atomic bomb in Megaton, I saved every little sister I came across, and fearlessly stormed the beaches of Normandy. However, watching these many videogame characters raise a glass to my virtual achievements only served to remind me of how fleeting they actually were. There is value in escaping reality, but if that’s all videogames can do, it will remain a shallow medium. I believe games can and are doing more. If we have eyes to see, games will not merely give us a break from reality but confront us with it.
John Marston is not a good man—he spent the majority of his life stealing and using people for his own selfish ends. He recognizes this and wants to atone for his past. Marston wants to change. He wants to put his past behind him and be a good husband to his wife and a good father to his son. The path of reform for Marston is complicated and riddled with compromise. The drama of Red Dead Redemption centers around the question, “can Marston overcome his past?” I’d raise a glass to John Marston.
A friend of mine recently told me that he won’t play games that don’t allow him to play as a true hero. He wants games to give him the option to do the right thing. He would probably hate John Marston. But honestly I can’t see how he stomachs Uncharted’s Nathan Drake. I was there when Drake beat all those museum security guards to a pulp and shot down countless mercenaries in the name of treasure.
Most people like to play the hero. We like to feel we have the power to positively impact our environment. Very few of us want to be bad. This, however, is not only a narrow view of games but a narrow view of the world and our place in it. Much of the appeal of videogames stems from their predictable worlds and the player’s ability to control them. In the average first person shooter, we face endless hoards of enemies and never fear running out of ammo or incurring permanent injury. Additionally, it’s almost always clear who our enemies are—they are huge bands of ruthless bandits, malicious aliens, or terrorists. We think these types of worlds justify our power hungry violence but they are too convenient.
“Wanderer,” a boy by most accounts, has suffered the loss of his lover. This has driven him to the Forbidden Land to seek out a spirit believed to possess the power to raise the dead. Wanderer learns that this resurrection power can only be unleashed by slaying 16 giant creatures. The “colossi” hardly notice the boy when he first sees them. They are majestic and peaceful until he attacks. Wanderer shoots arrows at them to reveal his true intentions, climbs them holding on for life as he slashes and stabs them with his sword. And as each creature falls, a darkness grows inside the boy. Despite the improbability of Wanderer’s victories, these battles feel more tragic than epic. As I stand over the bodies of each of the colossi, I don’t feel accomplished. I feel ashamed. I may yet help Wanderer raise his lover from the dead, but at what cost? Wanderer is not a hero, but I will never forget “playing” as him. I would raise a glass to that.