Games As Trailers: Why We Don't Care About The Games We Play
https://basementmtl.blogspot.com/2014/06/games-as-trailers-why-we-dont-care.html
Having just finished watching a
great deal of impressively rendered and emotive trailers from this past E3, I
found myself thinking about which stood out. Moreover, I began to wonder why so
many trailers evoke feelings of excitement that often differ from the feelings
I get when actually playing games.
The Division…Between Feeling and Acting
In an opinion piece written last week
over at Polygon, the author explored several ideas linked to
his love of video game trailers, and concluded by relating them to what video
games themselves often aspire to be: beautiful, succinctly meaningful, and
leaving lasting impressions on us by providing players with motif for their
action.
Much of his core argument I feel is
especially relevant in light of E3 this year, which was mostly just an enormous
teaser for fans in the way of cinematic trailers. Among them, I found myself
particularly drawn to The Division 2014 Official Story trailer.
The trailer itself is likely what
the developers are hoping players will do in-game: mainly to band together to
fend off against other human and AI-controlled gangs, and to be conscious of
the game’s environment(s) while emotionally investing yourself in its world. More
importantly though, the trailer managed to convey sympathy towards its
characters, and helped me to gain a better perspective on what the game itself
may eventually feel like when being played.
More likely, the game itself will
never come close to capturing this sense of purpose quite as much as the
trailer has already accomplished. And this thought can be depressing. But I
take solace in acknowledging that other games have managed to blend trailer and
gameplay effectively. One particular example is Asura’s Wrath.
You Mad Bro?
Asura’s Wrath is eccentric and Japanese, as well
as uncompromising in all the right ways. The game’s story focuses on Asura, a
Buddhist demigod who seeks revenge on the other pantheon of Buddhist demigods
who betrayed him.
The core experience centers on essentially
watching a six-hour story unfold, while occasionally fighting waves of enemies
in a mindless brawler fashion and, more frequently, performing quick time
events to progress cutscenes. And while most explanations of the game do it no
justice, Asura’s Wrath itself succeeds at combining action and motive, similarly to how many other games and their cinematic
trailer counterparts succeed in doing so separately.
Asura Wrath’s holistic approach is
more successful, in large part because of how often it relinquishes control
away from the player. Much of the game is watched rather than played, with
player input serving to accentuate periods of particular anger or frustration.
It works quite well, and I’m happy to say that developers CyberConnect2 managed
to construct a largely novel experience that manages to convey anger and hate
without compromising their vision.
Final Thoughts
I recognize that most games could
simply not exist in the same state that Asura’s Wrath has managed to, and I am
glad for it: being actively in control of a game’s character(s) is often more
satisfying than passively flicking left on the d-pad to have Asura do
something.
At the same time, however, there is
something to be said about how video games often fail to convey emotional
motivations for acting in-game. Maybe this current generation of games will
help bridge the gap created more effectively than previous console generations
have. Until then however, I will gladly go back to watching the Division
trailer.