In a previous post I praised Red Dead Redemption for almost being a great world simulation. Really what I meant is that it looks like one if you squint hard enough. Although what I said before basically holds, I would like to elaborate on exactly what it does that keeps it from being a genuinely robust simulation of real emergent consequence.
First of all, there are different rules for different situations. Shooting someone in the leg or arm is non-fatal... except when the game arbitrarily decides otherwise. For example if someone steals your horse and you shoot them in the leg to knock them off, it is for some inexplicable reason always fatal. The same goes for large scale shoot-outs, the kind where several dozen enemies are shooting at you from behind cover. In these situations shooting people in the arms or legs simply kills them, apparently for no reason other than in such circumstances you're "supposed" to kill people. This is made clear by an omnipresent, ever-helpful on-screen prompt, which pops up from time to time to inform your what your goal is. "Kill the outlaws" is a typical prompt, which makes unambiguously clear what sort of behavior is expected (and allowed). Even though Redemption supports a much wider range of behaviors than killing, the game frequently flips certain ones on and off like a light switch in order to force the player into a singular challenge with a singular solution.
Having a voice "tell" you your goals is of course a way of preventing you from developing your own. A real world simulation would simply have consistent rules and let any emergent outcome they support be fair game. If Rockstar had the balls to rely on this consistency, to trust that it in and of itself is interesting enough to carry a game, they'd be making more than just virtual theme parks. Historically they seem to back away from any emergent possibility that might not cater to their juvenile audience, which is why they promise richly simulated worlds but then always cop-out by forcing the player into canned situations. Because what kind of wild west sim would it be if you could go through the whole game without getting into a single gunfight? A great one, obviously. Or, to be more accurate, an actual one.
It's ironic that a game which promises and even bases its narrative on the concept of "freedom" offers so little of it. This is why Redemption is best when it gets out of your way and just lets you solve problems according to consistent world rules. Missions are uniformly awful, boring affairs where you are ordered by a voice from the sky to kill people en masse. One can expect shoot-outs in a Western of course, but by the standards of any Western film the amount of people you kill in Red Dead Redemption is ludicrous. Any given mission qualifies you as a mass murderer, as you kill literally dozens upon dozens of people all by yourself--more than Clint Eastwood ever did in every Western he ever appeared in combined. This is made possible largely by the way the game approaches difficulty design. John Marston is an indestructible tank, who can be shot endless times in the chest, face, or where ever and still pop heads with his winchester like he's the fucking Terminator. It's Westworld alright... except you are Yul Brynner.
It's both interesting and disappointing how games like Red Dead Redemption create painstakingly simulated worlds built on recognizable genre logic but intervene the moment any emergent consequence falls outside the "normal" borders of power fantasy. It says much about the gap between my sensibilities and Rockstar's that being an indestructible killing machine ordered by God to kill people seems, to me, entirely at odds with the game's surface image of being a "serious" and "adult" game experience. Rockstar typically likes to project this kind of image, as if they were somehow the vanguard of "mature" videogames, though I personally find it to be a ruse most of the time... both in terms of their instant-gratification / zero-consequence game design and their conveniently nihilistic narratives. The frontier in Redemption is arbitrarily sick, featuring cannibalism, bestiality, grave robbing, etc. While I'm not against such content on principle Redemption exhibits the typical Rockstar trait of exploiting such ideas for simple shock value, or as sick jokes, without really dealing with them.
The game is filled with the usual Rockstar gallery of meaninglessly grotesque crazies. Major characters are taken seriously, but minor characters feel more like the punchline of a dirty joke than actual people. (A guy who has sex with his horse? Hilarious!) The professionally done, decently acted cut-scenes seem calculated to obscure this, and it's only videogame culture's maturity complex--which tends to define "maturity" the way a teenager would--that allows such content to historically pass for "serious" work. It's interesting to think how superficial our concept of "seriousness" is, when something that simply looks and sounds like a real movie gets lauded regardless how morally simplistic it is underneath, whereas something that has cute characters or lower production values gets ignored even though it might be suggesting much more complicated and ambivalent things about heroism, violence, etc.
Rockstar's dime-store cynicism comes out even more in Redemption's total lack of variation in world events. It might have felt different if the behavior of the people you encounter was randomized (as in sometimes a hitchhiker might not want to rob you, etc.) but they aren't, which means you get cynical about people really fast. This could be seen as a sort of commentary, but after a point it feels so shallow and simplistic it's yet another example of the petty nihilism that permeates all Rockstar's efforts. "The world is ugly and everybody's bad" might be a kind of social commentary, but it's a very cheap, childish kind... the sort you might expect from a high school emo poet. This is why Rockstar at the end of the day tends to feel like the Coen Brothers at their worst: people for whom ironic distance is not a mode of thought but a substitute for it.
The game is filled with the usual Rockstar gallery of meaninglessly grotesque crazies. Major characters are taken seriously, but minor characters feel more like the punchline of a dirty joke than actual people. (A guy who has sex with his horse? Hilarious!) The professionally done, decently acted cut-scenes seem calculated to obscure this, and it's only videogame culture's maturity complex--which tends to define "maturity" the way a teenager would--that allows such content to historically pass for "serious" work. It's interesting to think how superficial our concept of "seriousness" is, when something that simply looks and sounds like a real movie gets lauded regardless how morally simplistic it is underneath, whereas something that has cute characters or lower production values gets ignored even though it might be suggesting much more complicated and ambivalent things about heroism, violence, etc.
Rockstar's dime-store cynicism comes out even more in Redemption's total lack of variation in world events. It might have felt different if the behavior of the people you encounter was randomized (as in sometimes a hitchhiker might not want to rob you, etc.) but they aren't, which means you get cynical about people really fast. This could be seen as a sort of commentary, but after a point it feels so shallow and simplistic it's yet another example of the petty nihilism that permeates all Rockstar's efforts. "The world is ugly and everybody's bad" might be a kind of social commentary, but it's a very cheap, childish kind... the sort you might expect from a high school emo poet. This is why Rockstar at the end of the day tends to feel like the Coen Brothers at their worst: people for whom ironic distance is not a mode of thought but a substitute for it.
Rockstar's worlds are stupid, ugly, and weird for arbitrary or petty reasons. They seem more about the narcissistic pleasure of feeling repulsed by (and therefore superior to) other people than trying to understand them. You see this pattern again and again in Rockstar games--in Vice City, in San Andreas, in GTAIV--of a snarky, aloof protagonist encountering weirder and weirder people, all of whom seem crazy and whose craziness seems to exist for no other reason than to give the player something to chuckle at. It's entertaining, but it's hardly nuanced, mature writing ...it's precisely the opposite.
This is all not to say that Redemption has no redeeming aspects as a world simulation or as a serious treatment of the topics it raises. At times, when the Rockstar-ness of the game recedes into the background and you are just left alone in its beautiful frontier world, it's quite nice. The best parts of the game, of course, are those that least resemble Grand Theft Auto, notably the hunting, trading, cattle rustling, etc. The combat can be interesting, but only when the game gets out of your way and lets you try to solve problems on your own, and when it gives you the leverage to do that by not changing the rules on you. As I said before, it has all the pieces of a great Western simulation. They are just crippled by the fact that it's a Rockstar game, which traps it in a definition of "maturity" that leaves much to be desired.






Even if they sometimes guide you to "Kill these outlaws" you still have the choice. If it somehow helps to prevent you from developing your own decision, then your brain isn't flowing properly. You can make your own choices when events like that happen.
ReplyDeleteAll this criticism and guess what, you can't even design something better, or anything that's even decent. Nobody would accept your thoughts except maybe Pachter.
I think R* did this game just perfectly. Everything was upgraded well from Red Dead Revolver. The only thing I hate was the nudity and f-words. It's still one of the best classic games along MGS1, FFVIII, SilentHill and the such.
"You can make your own choices when events like that happen."
ReplyDeleteLike what?
It seems almost like what condemns RDR is the lofty goals it sets for itself, or more accurately, primes the player to expect. I've been looking a bit at the part that priming plays in shaping players' game experiences through creating expectations, and it seems to me that a large part of the disappointment a lot of people have expressed over RDR is that it positions itself (and is positioned by its peripheral media) as being far more than the game itself actually is.
ReplyDeleteI'd be curious to hear what you'd make of GUN, a far less ambitious Western open-world game, but one which I can't help feeling was more successful in achieving it's ambitions.
Adrian: Yeah, I feel like a lot of it too is this image that Rockstar willfully projects. What I said about RDR could easily be said about GTAIV or San Andreas. I think my problem is less that RDR is the way it is, but that the way it is gets widely accepted as A) a proper world simulation, and B) a proper "adult" game. To me Rockstar's games are repeatedly neither of these things, even though they are good games in other ways.
ReplyDeleteI like the points you raise, but I think your expectations of videogames, especially coming from a multimillion dollar developer like R*, are a little irrational.
ReplyDeleteNo matter how much you might think otherwise, it's obvious that most game developers motivations are simply making the most amount of money, by appealing to the largest demographic. Most 'innovations' are simply attempts at finding new ways to garner a bigger audience.
Also:
"if the behavior of the people you encounter was randomized (as in sometimes a hitchhiker might not want to rob you, etc.)"
this has only happened to me once, but a woman actually did need a ride to Armidillo in an ambient event.
...but I had to kill outlaws that suddenly came after us, so I guess the points you raise are still relevant.
Still, this was a good read!
A good read. It strikes me that your criticisms might be just as appropriate to any spaghetti western, of which I presume you are no fan.
ReplyDeleteI don't think we can put a definite value judgement on how worthwhile something is based necessarily on the harshness of its version of humanity. There is brutality here, but there is some warmth also - some events do seem childish, others affecting.
The main character is aloof in the same way that every avatar in a videogame is aloof. They are only 'superior' because they are our avatar - the game is after all fairly specific about where their true worth lies in the end.
I also think the game only suffers in the same way as any satire does (I take all recent Rockstar games as broad satires of the American dream). Caricature is always a danger and broad strokes don't always benefit close contemplation.
But I think the satirical approach does suit videogames at this stage in their development - games just aren't great at deep character development or nuanced stories, and they may never be. So criticism on that basis does seem somewhat pointless. I certainly feel that many of the criticisms you slate Red Dead for can be applied to virtually any videogame in 2010.
"No matter how much you might think otherwise, it's obvious that most game developers motivations are simply making the most amount of money, by appealing to the largest demographic."
ReplyDeleteObviously, but this argument is becoming a little tired, IMO. Everyone needs to make money, but other media making money all the time by engaging audiences in less petty ways. L.A. Confidential was a big Hollywood movie. It had guns, sex, and violence. But it was a million miles above the pseudo-adult pap Rockstar consistently churns out.
Of course you could make a less juvenile game and that sells. The fact that Rockstar would have you believe otherwise is part of their self-serving propaganda... as if they had no "choice" but to make a game about horse sex and headshots. :P Bullshit.
Hey, nice post - sorry to comment a bit behind the times, I'm catching up with new sources of criticism.
ReplyDeleteI can understand the disappointment with RDR's mass-murder vibe. It's something that I really had to turn my brain off about most of the time. The missions became largely something to get through, though they also serve to at least contextualise your actions in the more open world play. Without the storyline I find I quickly lose any sense of self. Thus, once I'm Jack and the storyline is done, Jack starts to become "just" an avatar with a set of functions he can perform, rather than a person in a world.
I agree that the game comes into its own more away from missions and the voice of "God" inciting you to bandit-genocide. Riding along and having things happen is great for an appreciable amount of time, though again, it becomes repetitive after the millionth stranded woman as a front for a bandit attack. (That said, I have encountered exactly one woman who genuinely needed a ride back into town, which tempered my cynicism a tiny bit.)
I think that some of the best moment in the game are those that allow you to be alone in a way that fits the environment. The ambient wildlife running around is great that way, as are the random gunfights in the distance which you can choose not to break up. Those are the times the world seems like a world to me - when I can just move through it and observe, rather than interact (where "interact" basically means "shoot in the face").
I'm reminded, too, of Fallout 3's world... it had a similar thing of seeming rather magical and real so long as you didn't go near people. Watching a fight between Super Mutants and the Brotherhood of Steel at a distance, for example, felt very intimate to me.
Long comment for a long post. Thanks for writing about this stuff.
Cool. Well thanks for reading. :)
ReplyDeletewhat a crock of shit!!! why can't any of you negative people appreciate a wonderful game, sure it has bugs and stuff but what game doesnt??? The old saying 'If everything was perfect The world would be boring' comes to mind here...your all welcome to your views and stances towards this game but i think you are being to harsh Matthew, I didnt once notice you say anything positive about the game...why not find a game that you can enjoy and stop posting negative shit...thank you
ReplyDelete