Unlike the spy story that we read in books, the computer
game gives us the option of creating multiple narratives.
This involves more interactivity and a greater role for
the reader, and definitely, a large number of narratives
within one base narrative. Having said that, I would
first like to look at the nature of the computer game and
some of its basic characteristics. This I shall do in
brief before I come to my main argument.
In his book The Art of Computer Game Design
Chris Crawford, himself a game-designer, outlines the
following as the major requisites of any successful
computer game: representation, interaction, conflict, and
safety. The latter two factors are largely similar for
both computer games and traditional stories. Conflict
exists in both types of narrative: it essentially
consists of overcoming obstacles and moving forward to
achieve a particular goal. Safety, of course, would mean
the distance of the player or the reader from the
fictional reality.
The apparent similarity in even these factors, however,
can be properly judged only after we have analysed
representation and interactivity. To use Crawford's
definition,
A game creates a
subjective and simplified representation of emotional
reality. A game is not an objective accurate
representation of reality; objective accuracy is
necessary only to the extent required to support the
player's fantasy. The player's fantasy is the key
agent in making the game psychologically real.
Even here, the game-narrative
does the same thing as the narrative of a spy-thriller.
But here I must mention that Crawford's definition is
slightly dated and does not take into account certain new
developments in artificial intelligence (AI) or in
computer graphics and interactivity. The computer game,
now, is better able to respond to situations and has more
emotional and non-technical content than it did before.
Sound, and state-of-the-art graphics (called in gaming
parlance 'eye candy'), can far exceed the effects created
by the player's imagination.
Games, like stories, attempt to represent reality. But
the essential difference between the two is that most
stories present events in an immutable sequence whereas a
game presents a branching tree of sequences and allows
the player to create his own story by making choices at
each branch point. The playability of a computer game
increases with the number of possible choices that can be
made, multiple alternative situations and the speed at
which one has to make the choices. Most popular computer
games are therefore in the category of the so-called 'shooters'
(first-person shooter and third-person shooters) and real-time
strategy games (there is also the genre of simulation
games but in this case the situation is totally different
and the narrative is more like play than like a game).
For the sake of convenience, I shall restrict my present
discussion to the 'shooter' games. Besides the choices
and the speed, the game must also have a heuristic nature.
The goal also has to be sufficiently ambitious to be in
sync with the pace of the game and to make it interesting.
Unfamiliar scenarios are therefore called for, and
characters that are out of the ordinary and yet
vulnerable are best suited for the roles (this is
somewhat like the Aristotelian hero who though not a god,
is higher than a common man). So the role-playing games
either use superheroes (comic book superheroes or
characters like them) or they use a more popular (and
more realistic) type, the intrepid secret agent. Computer
games have largely appropriated the genre of espionage
fiction for their own purposes. In part, they draw
inspiration from the potential game-structure present in
these texts. Besides this, given their interactivity and
their virtual reality (VR), they immensely widen the
narrative and other possibilities of the spy-thriller.
Todorov, in his essay 'The Typology of Detective Fiction',
has outlined the nature of the classic thriller, saying,
We are no longer
told about a crime anterior to the moment of the
narrative; the narrative coincides with the action.
No thriller is present in the form of memoirs: there
is no point reached where the narrator comprehends
all past events, we do not even know if he will reach
the story alive. Prospection takes the place of
retrospection.
There is no story to be guessed; no mystery, in the
sense that it was present in the whodunit. But the
reader's interest is not thereby diminished; we
realise that two different forms of interest exist.
The first can be called curiosity; it
proceeds from effect to cause: starting from a
certain effect (a corpse and certain clues) we must
find its cause (the culprit and his motive). The
second form is suspense, and here the
movement is from cause to effect: we are first shown
the causes, the initial donnes (the
gangster preparing a heist), and our interest is
sustained by the expectation of what will happen,
that is, certain effects (corpses, crimes, fights).
This type of interest was inconceivable in the
whodunit, for its chief characters (the detective and
his friend the narrator) were, by definition,
immunised: nothing could happen to them. The
situation is reversed in every thriller: everything
is possible, and the detective risks his health, if
not his life.
Todorov's conception,
I would say, could apply to any played instance of a
first-person shooter (FPS) game. Umberto Eco has actually
commented on the playability of the thriller. Taking the
Bond novel as his example, Eco shows how Fleming uses a
series of checks and counterchecks between Bond and the
Villain. In the Bond novels, however, as Eco points out,
safety is much greater than in other spy-thrillers. Bond,
it seems, is slightly better related to Superman than the
rest of them. Not so in the computer game. In 'James Bond
Nightfire', Bond's life is entirely dependent on the
dexterity of the player's fingers. The player might be
safe in reality (according to Crawford's idea of safety)
but there is no telling what will happen to him in
virtual reality. First-person shooter games such as 'NOLF',
'Nightfire', 'Max Payne' or 'Tom Clancy's Splinter Cell'
add a lot of other features to the paperback spy-thriller.
In the game 'Return to Castle Wolfenstein', the player
assumes the role of B. J. Blazkowicz, a secret agent who
has infiltrated the Nazi fortress of Wolfenstein. Before
the game starts, we are given a briefing as to the
mission through cinematics and written texts. Before
every level, there is a briefing and some interaction
with the headquarters. And as we progress down the murky
cellars of the castle, we keep meeting new obstacles.
Game designers such as Brenda Laurel have very neatly
differentiated the computer game from drama, sometimes
even using Aristotelian conventions. A similar comparison
could be drawn between paperback spy-thrillers and
computer games. In the latter, the player is actually
made to 'see' things and 'hear' things. He is, as it were,
forced into a suspension of disbelief. Therefore, he has
a richer experience of the story. Aristotle says that the
imitation should be 'like' the reality, according to the
norms of necessity and probability. If that is so, the
computer game creates a superior form of mimesis. We tend
to 'feel' as if it is all real. Jay David Bolter, in
comparing the painted picture with the hypertext, says
that the picture acted as a plane that separated the
viewer from the subject. With the coming of virtual
reality, the plane of the picture was done away with.
Therefore, an FPS appears more real than a comic book spy
thriller. In the game 'Max Payne' we are introduced to
the plot through a comic book sequence. Max is an FBI
agent whose wife has been brutally murdered by drug lords.
He comes home to find his house ransacked and his wife
dead. Max vows revenge and suddenly we are, as it were,
sucked into the comic book and find ourselves, gun in
hand and adrenaline flowing, in the very shoes of Max
Payne.
In such a case what is most important is that the game
reacts to our presence. Just as we can reread a story, we
can save a game and replay it later. But unlike a story,
a game might respond differently each time. All games do
so to some degree: those with the best AI actually work
wonders with the story-line. Computer games, of course,
can cause great tension and most of the time can actually
provoke us to react physically to the story. This is of
course more than I would grant to even the most gripping
thriller that we read. The cinema can do it to some
extent, but the computer game does it better, especially
since it also employs cinematic effects (state-of-the-art
graphics and Dolby sound). For example, while playing 'Return
to Castle Wolfenstein' and having killed a few SS guards,
I was shocked out of my confidence by the computer. As I
opened a door expecting another unwary soldier, I found
that a horde of zombie-like creatures were after me. The
sheer shock had me shooting like mad. And of course, I
had forgotten altogether that I was using an ordinary
computer keyboard and not a Schmeisser MP40 submachine
gun! As they say in the film 'Matrix', a program can
easily transport you into another world.
Besides the interactivity, the VR and the multiple
narratives, the computer game has quite a few other
novelties. These are the cheats, walkthroughs and patches.
And in some games, such as 'Wolfenstein', secret
compartments play an important role. These are difficult
to discover and some can even make primary changes to the
plot: they can bring forth more enemies or even show a
shorter escape route. Walkthroughs are even better. They
enable the player to move about the game without any
conflict. The player can then get to know all the
potential possibilities of the plot before he starts
rewriting the story by playing a proper game. The cheat
code is another important item in this context, giving
the player some added advantages that considerably
increase his chances of survival. The espionage narrative
in the computer game thus allows the reader-cum-player to
cheat on the story itself, which is not possible in a
book. And unlike a book, in a computer game you can even
change your persona in the middle of the game: some games
actually allow you to opt for different roles.
Thus far I have tried to show why computer games prefer
espionage fiction for their plots and how in the process
they actually change and expand the possibilities of the
traditional spy story. This probably explains the large
numbers spy thrillers that are entering the game world.
In a magazine that reviews recent computer games, almost
9 out of 15 games were spy-thrillers (I apply the term
loosely). James Bond stories and Tom Clancy's novels are
hot favourites for games. This is perhaps testimony to
the fact that people have actually started looking
differently at the stories and even the characters
themselves.
Given the popularity of espionage games, I believe that
they have established a new subgenre within that of spy
fiction. The story has seemingly become real. The spy
himself has been metamorphosed from a distant hero or
role-model to a combination of the computer and ourselves.
Even so, proper and intelligent espionage games are
relatively very young. There is a lot of scope for
inserting puzzles into the game (besides those of the
maze which contributes to the heuristic experience) and
even a bit of computer programming would not go amiss.
In the beginning, somewhere, I wanted to look for the
Bonds and the George Smileys within the computer. James
Bond, we found, is well ensconced within but I think that
there is still a bit to be done before we can fit in a Le
Carr novel. One attempt at doing this would be to
consider the game 'Spycraft'. This game has been
developed by an ex-CIA Director and an ex-KGB Major-General.
It involves a lot of puzzle-solving and actual espionage
techniques besides the conventional gun battles. It uses
a computer to connect to the rest of the world and uses
other tools such as the Kennedy Assassination tool, the
Identikit and several decoding devices for various
purposes. But games like Spycraft are not too common.
Undoubtedly we will soon be seeing the advent of better
AI and even better gaming environments. As technology
develops, maybe we shall achieve more interactivity and
intelligence with upgraded gaming consoles. And maybe
then, my discussion on the spy-thriller can be extended
to include other forms of narrative as well.
Bibliography
Barthes, Roland, 'The Structural Analysis of Narratives'
Crawford, Chris, 'The Art of Computer game Design'
Eco, Umberto, 'The Narrative Structure in Fleming' (1966)
Juuls, Jesper, 'Games Telling Stories'
Kucklich, Johann, 'Literary Theory and Computer games'
Laurel, Brenda, 'Degrees of Freedom'
McGann, Jerome, 'The Rationale of the Hypertext'
Montfort, Nick, 'Gesturing With the Mouse'
Todorov, Tsvetan, 'The Typology of Detective Fiction' (1978)
The Web Dictionary of Cybernetics
Web sites
Digiplay Interactive
Games research
Journals
SKOAR (Jasubhai digital media)
Video Games
Return to Castle Wolfenstein
James Bond: Nightfire
Spycraft: The Great Game
© Souvik
Mukherjee, December 2004
Souvik Mukherjee, formerly of Jadavpur University, Calcutta,
is currently doing a PhD at Nottingham Trent University
email the
author
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