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The Player Is and Is Not the Character

Jill Duffy writes "GameCareerGuide has posted an intellectual article about video games which argues there is no such thing as 'breaking the fourth wall' in games. Written by Matthew Weise, a lead game designer for the Singapore-MIT GAMBIT Game Lab, the article considers the complex relationship between video game players and characters. Weise says that, unlike in theater and film, video games don't ever really break the fourth wall, as it were, because in games, there is no wall. Players are always tethered to the technology, and the player is always just as much the main character as not the main character. Weise looks at both modern experimental games, like Mirror's Edge, as well as old classics, like Sonic the Hedgehog, to defend his point. He writes, 'Both avatars and the technological devices we use to control them are never simply in one reality. They are inherently liminal entities, contributing to a mindset that we, as players, exist in two realities at once. It's just as natural for a player to say, "I defeated that boss," as it is to say, "Snake defeated that boss," since Snake is and is not the player at the same time. It is likewise natural for a player to say, "I punched an enemy soldier," when in reality, she punched no one. All she did was press a button.'"

152 comments

  1. Really.... by Darkness404 · · Score: 1, Informative

    video games don't ever really break the fourth wall, as it were, because in games, there is no wall.

    Ummm... Yes there is. Play the Donkey Kong Country games for the SNES (and Donkey Kong Land for the Game Boy) and you will find many, many fourth-wall breaking comments.

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    1. Re:Really.... by Goldberg's+Pants · · Score: 5, Insightful

      It's all a bunch of pseudo psychobabble anyway. Plenty of games break the fourth wall, but as this poorly written nonsense says there IS no wall. Which is of course nonsense.

      Unless the participant is actively acknowledged, that is a fourth wall.

      Metal Gear Solid, Snake never looks out of the screen at you and engages you. I can think of plenty of games where the character you play does. Just like there's a fair few movies where a character breaks the fourth wall.

      I mean really, what the hell is the point of the article? Writing for the sake of it offering no real insight or cogent, intelligent thought.

      The more I think about it, the more I'm amazed that this made it to the front page. Clearly the key is writing an article that appears intelligent but really isn't is the key.

      And I've now spent all this time commenting on an utterly worthless and pointless article that serves no purpose other than to give some random guys opinion. An opinion which is utterly ill-informed, ill-conceived, and totally irrelevant to anything.

    2. Re:Really.... by Kamineko · · Score: 1

      Metal Gear Solid, Snake never looks out of the screen at you and engages you. I can think of plenty of games where the character you play does. Just like there's a fair few movies where a character breaks the fourth wall.

      He does in Twin Snakes, you know.

    3. Re:Really.... by Goldberg's+Pants · · Score: 1

      I apologize profusely for not having played every single Metal Gear game ever.:)

      Out of interest, is it a funny? Wasn't Twin Snakes the one that was sort of a remake of the original Metal Gear Solid? I really don't remember now.

    4. Re:Really.... by Anonymous Coward · · Score: 0

      Have you ever played Paper Mario for the Wii? They keep saying things like "Press A to..." followed by "I don't know what that means, but someone watching us might" I think that is more annoying than just saying "press A to ..."

    5. Re:Really.... by Hahnsoo · · Score: 2, Informative

      There are plenty of other places in many other Metal Gear games where the 4th wall is broken. Even in the first Metal Gear Solid, you had to get a codec code from the back of the actual physical CD case of the game. There was no way in-game to get this codec code to progress, and the characters within the game mention "It's on the back of your CD case" directly to the player. Another similar instance happens during the Psycho Mantis battle. Oh, and Twin Snakes IS the remake of the original Metal Gear Solid. You probably should have picked a better example, but your point is valid, however.

    6. Re:Really.... by Anonymous Coward · · Score: 0

      Metal Gear Solid, Snake never looks out of the screen at you and engages you. I can think of plenty of games where the character you play does.

      Snake didn't, but Psycho Mantis does in 1 and 4. (i.e. Messing with your controllers, reading your Memory Card / HDD, talking about the return of Vibration abilities in the PS3's Dual Shock 3)

      Just saying...

    7. Re:Really.... by PurpleBob · · Score: 1

      Yep. There's also EarthBound which breaks the fourth wall as part of the plot. The dialogue in the game makes it entirely clear that you are not Ness, which this article would claim never happens.

      I'm surprised that a game designer for GAMBIT would make such an easily-refutable statement. I'd say that the weaker thesis of the article -- that breaking the fourth wall doesn't actually harm gameplay -- is reasonable, on the other hand.

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    8. Re:Really.... by Anonymous Coward · · Score: 0

      I didn't know what the term fourth wall meant, so here's a link :

      http://en.wikipedia.org/wiki/Fourth_wall

    9. Re:Really.... by Anonymous Coward · · Score: 0

      Without disputing your main point, I would like to point out that the Metal Gear Solid series does, on occasion, break the fourth wall. In 1, you are instructed to "Look on the back of the game case!" for a certain radio frequency. In 2, the haywire AI at the end warns you to "Go outside, you've been playing video games for too long". My personal favorite, however, is when you figure out how to defeat Psycho Mantis: "Snake, put the controller in slot 2!"

    10. Re:Really.... by Aphoxema · · Score: 1

      Or all the times they tell you what button to push, or the narrations that are directed at no one in particular, or... or... or..

      --
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    11. Re:Really.... by Fallingcow · · Score: 1

      FISSION MAILED

    12. Re:Really.... by mOdQuArK! · · Score: 1

      I'm definitely marking that package Return-To-Sender.

    13. Re:Really.... by Anonymous Coward · · Score: 0

      mod parent funny.

  2. some are closer than others by ILuvRamen · · Score: 0

    I have to say, I never considered Sonic to be me on the old Sega Genesis. In fact, I'd get in arguements with him like "why'd you just hit that spring?!" and "jump, damn it!" But it's actually possible via the default settings in Oblivion to never see your avatar while playing (not counting the first time setup). And while playing, you can pretty much go anywhere and do anything short of most environmental interaction like picking a flower or breaking a chunk off a building. You can run, jump, and hit basically anything and steal stuff with like 10 different techniques that you yourself made up adn the game makers perhaps never intended. I think the progress between the two plus new hardware inventions like haptics controllers will eventually make it so you honestly do think it's you. Actually with full VR or even a holodeck, it basically is you and everything else is fake.

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  3. Breaking The 4th Wall = Literary, Not Literally by Nitroadict · · Score: 1

    In terms of storyline, absolutely there is a sense of breaking the fourth wall. In terms of environment of the game, this article is correct, in terms of the relationship between the game & the player(s0, but depending on the games script, walls may or may not exist.

  4. wait a minute! by girlintraining · · Score: 4, Funny

    Circular logic works because circular logic works because circular logic works because circular logic works because...

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    1. Re:wait a minute! by jd · · Score: 0, Offtopic

      1. Recursive logic works because of (goto 1)

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    2. Re:wait a minute! by Anonymous Coward · · Score: 0

      Isn't that iterative logic?

    3. Re:wait a minute! by jd · · Score: 1

      You're right. It should be gosub for recursion. My bad.

      --
      It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
    4. Re:wait a minute! by mosschops · · Score: 1

      or maybe tail-end recursion?

  5. Offtopic: My frontpage got stuck on Firehose? by TaoPhoenix · · Score: 0, Offtopic

    I just hit refresh and it flipped views. Tested on 3 browsers by two physical computers.

    Anyone?

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    1. Re:Offtopic: My frontpage got stuck on Firehose? by Anonymous Coward · · Score: 0

      Yep... same here.

    2. Re:Offtopic: My frontpage got stuck on Firehose? by TypoNAM · · Score: 1

      I am getting the same thing. Is it just me or is slashdot slowly turning into a web 2.0 turd like sourceforge has become? It isn't anymore functional than static HTML (of which I prefer) and it actually puts me off. Shit is ending up in places where it doesn't belong like as you have pointed out the firehorse is now merged into my user page. :(

      --
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    3. Re:Offtopic: My frontpage got stuck on Firehose? by Anonymous Coward · · Score: 0

      Yes, this transition has been one huge fuckup. Hopefully we will all learn a valuable lesson and not let these incompetents touch Slashcode ever again. Also, please kill Idle; it's embarrassing.

    4. Re:Offtopic: My frontpage got stuck on Firehose? by Culture20 · · Score: 1

      They have to get us to do the editors' job somehow.

    5. Re:Offtopic: My frontpage got stuck on Firehose? by Lonewolf666 · · Score: 1

      That's what I noticed too:
      Slashdot is now pushing people into rating articles in a very annoying way. I guess GP is right about Slashdot becoming a "web 2.0 turd"

      --
      C - the footgun of programming languages
  6. He's right by zombietangelo · · Score: 2, Funny

    Every time I play Tetris, I just... I can't distinguish between games and reality.

    1. Re:He's right by pizzach · · Score: 3, Funny

      Was this you when shopping after playing tetris?

      --
      Once you start despising the jerks, you become one.
    2. Re:He's right by Anonymous Coward · · Score: 0

      Ugh... the version of tetris that you play must be just horrible. I'm so sorry for your loss :(

  7. A rebuttal in by Anonymous Coward · · Score: 5, Insightful

    A common pet hate that shows there is a 4th wall in games is loading screens.

    You know, those messages on screen while the game accesses the disk, explaining that the game is accessing the disk... please wait... *spins-CD-onscreen*

    If it didn't annoy anyone it wouldn't be complained about so much, but I've read complaints about loading screens for over 20 years. Amiga Power magazine wrote an article about why it was a "heartbreakingly terrible idea". The Edge wrote a feature on stupid ideas and included it. C+VG complained about disk loading screens. The official playstation magazine wrote about it and mocked one game's animated loading screen as being "worthy of the CDTV. Yes, Amiga.". And Xboxlive reviews frequently complain about network loading screens that tell you you're playing a game.

    Reviews frequently criticised games: "Firstly, it prints up "Loading Please Wait" in between each level reminding us that this is not a fantastic world in which we are an absorbed major player. THIS IS ONLY A COMPUTER GAME. Grr."

    It seems like this is an excellent case in point to show that the 4th wall does exist in games. People do get lost in games and anything that ruins a carefully crafted mood is a bad idea. There's no excuse for it.

    1. Re:A rebuttal in by shentino · · Score: 2, Informative

      What would you rather have instead of loading screens?

      Expect the devs to be such good engineers that they are not needed in the first place?

      Have the game FREEZE while data gets loaded?

      Hardware has it's limitations.

    2. Re:A rebuttal in by Goldberg's+Pants · · Score: 1

      If I had mod points I'd mod you purely for the Amiga Power reference. God I miss those guys. Only completely honest games magazine to ever exist. Team 17 once tried to sue them for giving a bad review, their entire argument being "Everyone else liked it".

      I don't mind loading screens too much. I remember spending 10-15 minutes loading stuff from tape. I had one game ("Ace" on the Commodore Plus 4) that took 30 minutes to load.

      A minor loading delay these days doesn't bother me.

      I really don't see the big deal, but then perhaps I don't get as absorbed as some people. I never sit there and when assaulted with a loading screen think "SHIT! I'M PLAYING A GAME!!"

      I wonder if it is some guide to how the individual perceives reality, or separates reality from fantasy? Now THAT would have been a much more interesting article than the worthless gibberish linked in the story.

    3. Re:A rebuttal in by Anonymous Coward · · Score: 0

      Play some recent Final Fantasy games on the PS2- most transitions between areas are smooth and rarely ever does it actually stop to load. I wish they had done that with Okami...
      And Shenmue for that matter...

    4. Re:A rebuttal in by g0at · · Score: 0, Offtopic

      Hardware has it's limitations.

      And grammar has it is limitations too!

    5. Re:A rebuttal in by Anonymous Coward · · Score: 0

      The initial loading step is unavoidable, but it's often possible to completely eliminate loading screens during the game.

      E.g. instead of making large, discrete levels which can barely fit into memory, you create many smaller zones, pre-emptively loading upcoming zones in the background while discarding the least-recently used zones.

      The Prince of Persia: Sands of Time series don't have any noticeable loading screens (I suspect that they load map geometry during the cut-scenes; the spacing is about right). Ultima IX didn't have loading screens, and the occasional pauses were less than a second.

    6. Re:A rebuttal in by Walpurgiss · · Score: 1

      The 2 Metroid games for GC did this. Fairly well too.

      Unless you rushed across a room to the next door, there'd be no wait between rooms. Sometimes if you made it to the door quickly, it would pause before opening. Just the door though, nothing else paused. I think that's a good example of preemptive loading.

      The only things I'd really call loading screens were the elevators between areas in Metroid Prime, and the stupid light/dark warps in Echoes. Otherwise there weren't any in game load screens that I can remember.

      An older example of (almost) doing this is Halflife, where there wasn't a separate screen between areas, but it did freeze for a sec and say Loading. It was close though.

    7. Re:A rebuttal in by SoupIsGoodFood_42 · · Score: 1

      It seems like this is an excellent case in point to show that the 4th wall does exist in games. People do get lost in games and anything that ruins a carefully crafted mood is a bad idea. There's no excuse for it.

      But that doesn't mean it's true for everyone. The example in the summary isn't a good one, IMHO, but think I do see what he means, and I'm not sure how interruptions to this experience are supposed to refute it, anyway.

    8. Re:A rebuttal in by mr_gorkajuice · · Score: 1

      I think anyone with a reasonable amount of experience with gaming and/or programming is fully well aware that loading screens were not invented because the developer thought they looked pretty and wanted to give the player a short break anyway.

      That being said, the abscence of a simple solution does not make the problem less relevant. In basically any story-driven game, immersion into the game universe is preferred, and loading screens are definitely having a negative impact on immersion. Yes, hardware has limitations, but whenever we're reminded of that, we're reminded that we're playing a game.

    9. Re:A rebuttal in by Anonymous Coward · · Score: 1, Interesting

      Author of your the parent's parent (#25895863) responds,

      What would you rather have instead of loading screens?

      Now that is a good question. Mostly we're against "Loading..." because it kills the suspension of disbelief. Even changing 'Loading' to "Traveling to next world..." or a few pictures of a guy cooking dinner and then sleeping by a fire waiting for the next day, or in an elevator with flashing lights passing the characters face as the zoom up the next floor, or a comic book that develops the story, or a replay of exciting moments that the player just went through, or ... well, you get the point.

      Or as people have said you can probably preload the next level as you reach the end of the current one, the Amiga game Saint Dragon did this, for example.

      What we're against is the lazy idea of displaying "Loading..." which kills the mood and any tension that the game might have had.

      It's annoying, so everyone stop doing it.

    10. Re:A rebuttal in by shentino · · Score: 1

      Personally I would rather have loading screens.

      Call me an oddball, but I rather like knowing what my hardware's up to.

      Furthermore, having a "Loading" screen to remind you that you're still in the real world gives you time to take a short break, take a piss, get a snack, etc...

    11. Re:A rebuttal in by Anonymous Coward · · Score: 0

      Half-Life used to take probably half a minute to load on my PIII which was a pretty decent machine at the time (was my first PC, got it perhaps a year or 2 after HL came out). Plus it said 'loading'. Doesn't count at all.

      Grand Theft Auto is one of the best examples for how to do massively free roaming levels with on the fly loading. The first game had "welcome to blah blah" when traversing islands which may have hidden some loading, but San Andreas was awesome. You could fly around the whole map within a minute or so with the jet fighter and see all the terrain below you, then get up close and you'd have people, cars, fish swimming in the sea, etc. There was a little loading for some stuff like the stadium races, but the rest of the time it was pure unadulterated free roaming.

    12. Re:A rebuttal in by FictionPimp · · Score: 1

      Well mass effect tried to hide the loading screens with elevators....

      THAT was annoying.

      Hey now that I just had a huge firefight, watch me sit in this elevator while I wait for my next firefight.

    13. Re:A rebuttal in by 4D6963 · · Score: 1

      Being a homebrew game dev I've always given this much thought, and I think, why on Earth does such a sophisticated game as Half Life 2 or Call of Duty 4 MP need have static pre-rendered screens when loading something? It seems to me like no-one really ever puts much thought in it, and think that it's just the way it's meant to be.

      What you really should do depends on your game, but here's a thought : for example, in a FPS, you can find yourself directly enclosed in a vehicle/small room. This would be so fast to load, you can do the rest of the loading (which I'll assume mainly stresses on disk I/O) while you're in there. Of course there are plenty alternatives, you can do like CoD4 does for single player missions and have a sort of cool looking briefing that is directly relevant and helps with providing a setting and context and improve immersion. Alternatively, you can offer something interactive, like a map and let the user decide of some stuff, and let them choose their inventory, something like that, or just any kind of activity relevant to the main game. It can even be a mini-game, especially if the loading time is long!

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    14. Re:A rebuttal in by Sobrique · · Score: 1
      Actually I liked the system shock 2/bioshock method.

      Build in a lift (elevator) or airlock/bulkhead. Wrap an animation around it happening, to hide the fact that you've loaded a tiny bit of level, and are busy loading the rest whilst 'something' appears to be happening.

    15. Re:A rebuttal in by trdrstv · · Score: 1

      The 2 Metroid games for GC did this. Fairly well too. Unless you rushed across a room to the next door, there'd be no wait between rooms. Sometimes if you made it to the door quickly, it would pause before opening. Just the door though, nothing else paused. I think that's a good example of preemptive loading. The only things I'd really call loading screens were the elevators between areas in Metroid Prime, and the stupid light/dark warps in Echoes. Otherwise there weren't any in game load screens that I can remember.

      Yup, that's my only complaint in (the otherwise brilliant game) Portal. EVERY stage is separated by an elevator for the first half. There was no reason why I should be standing in the elevator and have it take a few seconds like it's actually moving to the next level, THEN Pause the game and say loading. EVERY TIME this happened it broke me out of the game and I thought "Gabe Newell needs to play Metroid Prime to see how this shit should be done."

    16. Re:A rebuttal in by Anonymous Coward · · Score: 0

      Hardware has it's limitations.

      And grammar has it is limitations too!

      It's too bad bad grammar knows no bounds.

    17. Re:A rebuttal in by Spacelem · · Score: 2, Insightful

      Saving is essential in some games, particularly if they're long (e.g. get a call and need to head out, don't want to leave computer running). The nethack style of one attempt at the whole thing is pretty evil, and gives games an arcade feeling. Maybe it didn't matter for certain games in the past, and for a very few current ones (e.g. Ikaruga, which is short anyway, and the point is to get a high score), but games these days normally have far more taking place and last longer.

      If games like Half-Life decided that if you died then that was it - you'd have to start the game again from scratch, people would quickly get very annoyed, and the end parts of the game would never be reached by 90% of players. Some things need a lot of thought for a very small time frame, and you may need to try the same part again with a different strategy. This is just unworkable without a checkpoint.

      I'm pretty confident that if game designers tried to remove checkpoints, then gamers would be outraged, and the game be only played by the hardcore few. Imagine playing Neverwinter Nights, knowing that death meant a new game from scratch. This is a clear indication that it's a bad idea. Or you could make the game so easy that death is unlikely to occur, but you end up with an unsatisfying game. If you feel that checkpoints makes things too easy, then set yourself a challenge and don't die, or don't use them.

    18. Re:A rebuttal in by Sparton · · Score: 1

      I call shenanigans. The Metriod Prime series was famous for it's "no loading screens" by using doors that only opened when the next area was fully loaded, or masking it behind cut scenes.

      If the Wii can do it, I hope to hell the XBox 360 and PS3 can handle it.

    19. Re:A rebuttal in by Anonymous Coward · · Score: 0

      I can actually recall an example where such a change, i.e. replacing "Loading..." with different text was done by a mod.

      Although it had a traditional loading screen, towards the end, Silent Hunter III (a U-Boat sim) would replace it with a simple black screen with white text that said, "Loading..." or some variation of it.

      The GWX mod replaced that text with, "Not so long ago..." which, actually, was a much better solution and actually did improve my sense of immersion.

    20. Re:A rebuttal in by localman · · Score: 1

      I remember a GI Joe game for the C64 that involved an enormous amount of disk switching and loading. It attempted to mitigate this by not having a loading screen: instead, when loading the next section it would display an animation of armored vehicles heading out of the base at an excruciatingly slow pace. This was supposed to be a cut-scene of Joe or Cobra heading to the impending battle.

      But here's the thing: it still broke the 4th wall because it was so obvious. It would have been annoying in any case to let it load, but this technique imported the annoyance into the game world: "why do their vehicles go so fucking slow on their way to a heated battle!". It may have been in fact better if they had not done this. Of course, that depends on how well you do the cut scene and how long or annoying the loading time is, but breaking the 4th wall, as the article describes, is a lot more complex than for a film.

      I still played the GI Joe game a lot, though :)

    21. Re:A rebuttal in by Anonymous Coward · · Score: 0

      The fourth wall has absolutely nothing to do with immersion or suspension of disbelief in a mechanical sense; rather, it refers specifically to characters addressing or indicating an awareness of the audience.

      The term refers to the internal reality of a play. Specifically, on a stage set depicting an indoor location, there are usually three walls. The characters (as opposed to the actors) are in a space with a fourth wall, though. If the actor looks out towards the audience, the character should be looking at a wall, not the klieg lights.

      To address the audience, therefore, is to metaphorically break that wall.

      A loading screen doesn't break the fourth wall, though, any more than closing the curtains between acts breaks it in the theater, or an intermission breaks it in a movie.

    22. Re:A rebuttal in by CronoCloud · · Score: 1

      EVERY TIME this happened it broke me out of the game and I thought "Gabe Newell needs to play Metroid Prime to see how this shit should be done."

      I have only played Metroid Prime via a demo unit in a store and even I thought of Metroid Prime's lack of loading screens when playing Portal.

    23. Re:A rebuttal in by shentino · · Score: 1

      Having externalities in the hardware cause in-game effects is IMHO a cheese.

      It's as bad as having a loading screen, just with the wall breakage going the other direction.

      Game doesn't break into reality, so reality shouldn't break into game.

    24. Re:A rebuttal in by Sparton · · Score: 1

      Having externalities in the hardware cause in-game effects is IMHO a cheese.

      It's as bad as having a loading screen, just with the wall breakage going the other direction.

      Game doesn't break into reality, so reality shouldn't break into game.

      Then you can't be pleased. Game technology, as great as it is, just isn't powerful enough right now for most games to not have loading screens without taking a huge hit to graphics and AI. It's not like we as game devs put in loading screens to spite you, we put it in to make sure the game loads and doesn't crash on you because it doesn't know what's supposed to spawn in front of your head.

    25. Re:A rebuttal in by shentino · · Score: 1

      I know.

      I'd rather have an honest loading screen than a cheesy workaround though.

  8. Immersion... by socrplayr813 · · Score: 5, Insightful

    It's just as natural for a player to say, "I defeated that boss," as it is to say, "Snake defeated that boss," since Snake is and is not the player at the same time. It is likewise natural for a player to say, "I punched an enemy soldier," when in reality, she punched no one. All she did was press a button.

    I don't agree with this at all. I don't think I've ever heard anyone say anything like "Snake defeated the boss." He's a representation of you and can't do anything on his own. You're the one doing the work to finish the game. It makes no sense for me to give him credit for beating the boss.

    I think any game developer that is trying to tell a story should be just as wary of breaking the fourth wall as any author/playwright/director. The point of many/most stories is to draw the audience in. The interactivity in games is a much stronger tool than anything in the other forms of entertainment. This doesn't apply to all games, of course, but developers should be careful about breaking that immersion if they're telling a story.

    --
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    1. Re:Immersion... by Xiroth · · Score: 3, Interesting

      And I don't agree with you at all. I frequently refer to characters as opposed to myself - not usually in actions, as I'm much more in control of the action, but in terms of properties ("He's got good magic skills but terrible agility") or narrative ("She was Light Side and destroyed the Star Forge") I usually prefer to speak in the third person. I'd say that this is because I'm more interested in the story than in immersion - I actually find it uncomfortable to be immersed too much in the game. I'm me, not some fictional character, and I don't like losing track of that, even briefly.

    2. Re:Immersion... by absoluteflatness · · Score: 1

      I don't think I've ever heard anyone say anything like "Snake defeated the boss."

      Yeah, no one ever says something like that, but people blame the character for things that go wrong all the time: "I had almost beaten that boss until stupid Snake decided not to fire his stupid gun when I told him to."

      People congratulate themselves for progress and successes, but blame the game for errors and failure pretty often. I guess you could say the immersion is broken when things don't behave as they're supposed to.

      It's also strange that the post specifically mentions Metal Gear, as that series is pretty well known for intentionally breaking the fourth wall.

    3. Re:Immersion... by Qetu · · Score: 1

      Don't fall asleep, you may dream.

    4. Re:Immersion... by cgenman · · Score: 4, Insightful

      I am a game developer. And while I have the highest respect for Gambit, I have to disagree with Matthew Weise here (and, strangely, agree with Ernest Adams).

      Parent poster is spot on... Any 4th wall violations in video gaming should be very carefully planned. One of Weise's arguments is because the technology is always inherently present, game / reality interactions are less intrusive. I'd argue that because the technology is always present, creation of a true suspension of disbelief is incredibly difficult, and inherently more valuable.

      All semantics aside, you're trying to get the player into a flow state where they forget the controller, and interact with the video-game world as if their own didn't exist. If you have done that, you have successfully engaged the player. There is definitely some degree of "press the X button to continue" that players have been trained to accept without losing that sense of engagement. But at some point you're arguing that the player *should* remain engaged due to syntactic reasoning, rather than dealing with the reality of how average people interact with their entertainment.

      I'd argue that Psycho Mantis in MGS was more of a clever parlor trick or large explosion than a shining example of player interaction. MGS is an interesting choice, as it is notorious for finding all new and unique sharks to jump. Lots of players complained about broken immersion at the end of MGS2, and most of MGS4.

      Of course, all of this is academic until you hook the player's head up to some electrodes and see how their brain pattern responds to real stimulus. Unfortunately, I don't have one of those labs handy. We may have to agree to disagree until such a time as we can get some time on loan.

    5. Re:Immersion... by jd · · Score: 1

      Depends on the level you're talking about and the interface used. I'd consider many MMORGs, MUDs and "interactive fiction" games to make it extremely hard to differentiate between the character and the player. I'd consider games like Elite, Virus 2000 and TORCS to likewise blur the boundaries substantially. If you add in the current work on CAVE systems, neural interfaces and other such gizmos, you can definitely see the possibilities of a total collapse between virtual environments and reality. Mind you, I'm not so sure I'd be opposed to that. You'll notice that most (if not all) of the types of game, or examples of games, I gave have a very dedicated core "cult" following bordering on addiction (although apparently not everyone agrees, according to other stories on the front page). The "addictive" element, in my opinion, is exactly what is being talked about - the total collapse of the fourth wall.

      Now, on the flip-side, if you look at games that are perhaps "popular" for a while but aren't really considered that addictive and are soon forgotten when something else comes along, you will see that they rigidly differentiate between player and character. It is my belief that it is this element that makes games exciting for people, that if you actually try to keep players at a distance from their characters, you will destroy the magic of the game entirely.

      Is this just true of computer games? I'll argue no. RPGs that keep the player at a distance die off. Those that immerse the player survive and thrive. Is it only true of games? I'll say no to that as well. Books, movies and songs that draw the audience into the "sub-creation" (as Tolkien called it) are longer-lasting that those that don't.

      Indeed, Tolkien's call for MORE sub-creation and GREATER destruction of the "fourth wall" is IMHO a better guide for how popular culture should develop. We should not fear our own creations, only our fear of them.

      --
      It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
    6. Re:Immersion... by DreadPiratePizz · · Score: 1

      Interestingly though, when a new game is about to come out in a series, people ask "I wonder what will happen next", not "I wonder what I'll be able to do next".

    7. Re:Immersion... by KDR_11k · · Score: 1

      Obviously the properties are tied to the character, any other player using your save would see the same properties. What's tied to you is your ability and what you do with it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:Immersion... by Shin-LaC · · Score: 1

      I really appreciated the fact that you began your post with "I am a game developer", and not "IAAGD (I am a game developer)".

    9. Re:Immersion... by Peeteriz · · Score: 1

      Depends on the genre possibly, but I see the completely contrary viewpoint, where the focus in previews of the next installments is in checking out the gameplay tweaks and small feature additions, and the story twists are mostly disregarded, with a vague paragraph about the new bad-guys-of-the-month.

    10. Re:Immersion... by KDR_11k · · Score: 1

      When people blame the game that means they haven't notice anything that went wrong on their part and felt the failure was beyond their control. It's frustrating when you lose progress through no fault of your own.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    11. Re:Immersion... by Anonymous Coward · · Score: 0

      All semantics aside, you're trying to get the player into a flow state where they forget the controller, and interact with the video-game world as if their own didn't exist.

      Absolutely. Almost anyone that's played games at a highly competitive level can tell you about how the last thing they're thinking of is the keyboard or joystick or whatever. They're concentrating on making the right moves with their character.

      From the other point of view, I've found that after playing FPSs with a zoom button for a marathon session or two, the instinct to zoom carries over into the real world. I'll see something I want to zoom in on, my fingers will twitch slightly, and it'll take me a second to realize I can't actually do that in real life...

    12. Re:Immersion... by Anonymous Coward · · Score: 1, Insightful

      (Same AC as above here)

      I also realized, this is what I hate most about quick-time events in games: they instantly take you out of the immersion you get when you are comfortable with a control scheme, forcing you to remember that you have a controller with an X button on it and you need to press that button right now!, regardless of what X used to do.

    13. Re:Immersion... by Anonymous Coward · · Score: 0

      I understand your intention but I believe you are misinterpreting the definition of the fourth wall. As I understand, the term "breaking the fourth wall" was originally intended to describe situations where performers let on they are aware of their audience (e.g. looking out of the TV screen). This certainly doesn't help immersion unless the story is about a guy trapped in a box in your living room.

    14. Re:Immersion... by rantingkitten · · Score: 1

      I don't think I've ever heard anyone say anything like "Snake defeated the boss." He's a representation of you and can't do anything on his own.

      Depends. I certainly never hear someone say that while referring to an action they initiated in the game (killed the guy, got the treasure, met a new contact), but it happens during other parts of the game, like cutscenes.

      In fact, I just realised I did that the other day talking about Crysis Warhead. I was discussing it with some friends, and usually it's "I ran over and grabbed the ammo," or "You have to find the rocket launcher and use it against the helicopter." But at one point I was describing a cutscene and said something like "So then Psycho stops the guy from shooting the unarmed soldier." (Psycho is the name of the character, for those who don't know.)

      Since the player is passively watching the cutscene rather than actively controlling the character, this seems quite natural. But it's kind of a strange context switch to make -- one minute you think of yourself as Psycho (or whoever), and the next minute Psycho is someone completely distinct from you.

      --
      mirrorshades radio -- darkwave, industrial, futurepop, ebm.
    15. Re:Immersion... by DarkMantle · · Score: 1

      "...as well as old classics, like Sonic the Hedgehog..."

      Actually walk away from the controller in Sonic for about a minute, just put it down and wait. Sonic will look at you and tap his foot while looking at his watch. I'd say that breaks the 4th wall.

      --
      DarkMantle I been bored, so I started a blog.
    16. Re:Immersion... by DaFlusha · · Score: 1

      I don't think that immersion is the end-all, be-all of entertainment, particularly in video games. I agree with Matt here (disclosure: I'm friends with the guy). In particular I think there's a lot that we haven't done with self-referential fourth wall breaking in games. Breaking the fourth wall can often be delightful, as was the case in older games from the Monkey Island series (the Sierra-spoofing cliff being a great example), and in newer games like No More Heroes. There's an inherent playfulness to the postmodern that I think is a great fit for video games.

  9. Two fourth walls by coppro · · Score: 2, Informative

    I disagree. The video game has a double-layered fourth wall, from a narrative point of view. While it's true that the character does act according to the player's actions, there are two very definite fourth walls visible. The first is the existence of the game period, and is broken when a character instructs you to, say, press the A button, but as if it were a part of natural speech. The character's speech acknowledges the video game, but only in the sense to convey information to the player. The other manner is when the characters actually break the fourth wall (such as in Super Paper Mario, when the player is addressed as "Hey, you! Yeah, you, in front of the TV!" (quote is from memory)).

    1. Re:Two fourth walls by ACS+Solver · · Score: 1

      So don't make other characters tell you to "press the A button". If you don't relegate the tutorial to a separate, optional, level, try to do it in an immersive fashion. I guess a tutorial can't be 100% immersive but it doesn't have to be such an immersion breaker. Say, I do find it silly when I'm playing a FPS game where my character is some elite soldier, and the game starts with an instructor telling him how move and how to use the scope on his rifle. An example of how to it better - Fallout 3. The opening part is essentially a tutorial, but, storytelling wise, it's a series of flashbacks. So when you're learning to walk, it's a flashback to you at the age of 1, which certainly makes more sense.

      Also, choice of words is important. Half-Life 2 teaches you through what other characters say, generally, and the words are really well-selected on a few occasions. When you get the gravity gun, for instance, you're told to use the primary trigger to push or release objects and the secondary trigger to grab them. It's immediately obvious what you need to do, yet it avoids an immersion-breaker such as Alyx saying "press the left mouse button to push objects".

  10. Integration... by Metasquares · · Score: 2, Insightful

    One of the interesting properties of the video game medium is being the cause of in-game events. Sure, there's programming governing every action that takes place in the game world. But your input is triggering various parts of that programming. Your choices are the character's choices.

    Given this, it only makes sense that the player should come to identify more closely with the character being controlled in a video game than with a character in a passive medium, such as TV. Even good books that make you empathize or somehow resonate with characters don't really relate the characters to you; it's as if the character is someone you know going through some sort of drama (the drama being the plot of the book). The character in a book is another person.

    1. Re:Integration... by cowscows · · Score: 1

      Yeah, but still, there's usually a pretty big disconnect. Mainly due to my motivation for playing the game vs. the character's in-game motivation.

      I couldn't care less whether Princess Peach gets rescued from Bowser. But if I'm having a good time jumping around as Mario, he'll eventually save her. If I get bored, then I guess she'll just have to deal. Now Mario games aren't particularly story driven, and I have played games where I've gotten a bit emotionally invested in the characters. (KOTOR was one that comes to mind), but more often that not, I'm working my way through the storyline less because I identify with my character's motivation but more because I'm having fun and I want to see what's next. I don't particularly care if it's good or bad for my character, just as long as it's interesting.

      Making all of that worse is that even in the less restrictive sandbox type games that we've seen lately, there's still a lot of limits to what you can do. Particularly in terms of socializing, which I think is a very important part of being a person, and so a character that can't freely socialize is harder to relate to. MMO's solve that problem to a large degree by replacing many of the NPC's with other real people. But not every game type and storyline is well suited to an MMO.

      --

      One time I threw a brick at a duck.

  11. A new term is born..... by Anonymous Coward · · Score: 0

    Geekistensial.

  12. bogus by vux984 · · Score: 5, Insightful

    It's just as natural for a player to say, "I defeated that boss," as it is to say, "Snake defeated that boss," since Snake is and is not the player at the same time.

    I have never once heard anyone ever say "Snake defeated that boss". Not once. Not Ever.

    I get what the author is saying, but that was a dud example. Depending on the game, the protagonist avatars may be connected to different degrees to the player. Some games like quake, there is only me. My space marine projection is naught but me. Other games like Sam and Max have very strong characters. I control them, at some of the time, but they have their own personality separate from me. And there is a continuum from one extreme to the other.

    Most players that I know instinctively differentiate between things the character does as a direct result of the player control, and the things the character does as a result of the game script. And take or deny 'ownership' of the action appropriately. And sometimes they acknowledge the control... like "Watch me make snake jump off a cliff..." But if Snake does something in a cut scene for example, there would be few players who would would say "I did X..." when describing it.

    It is likewise natural for a player to say, "I punched an enemy soldier," when in reality, she punched no one. All she did was press a button.'"

    This might come as a shock to the article author, but when someone shoots someone in a movie, in reality, no one got shot either.

    1. Re:bogus by Thyran · · Score: 1
      I agree with you, I think self-referencing goes no deeper than a language problem. It reminds me of that QI episode where Stephen Fry mentions that there are 32 words for demonstrative pronouns. Antithetically, no one has made up a word in the English language carrying the definition "the character in this game that I'm controlling". If there was we'd all be using that word.

      I wouldn't know if there has already been an attempt to make up a word.

    2. Re:bogus by Thyran · · Score: 1
      It reminds me of that QI episode where Stephen Fry mentions that there are 32 words for demonstrative pronouns in the Aleut language.

      Fixed!

    3. Re:bogus by Thanshin · · Score: 1

      I half concur.

      I've never heard "snake killed the boss". All and every time it's "I did it".

      However on:

      > This might come as a shock to the article author, but when someone shoots someone in a
      > movie, in reality, no one got shot either.

      In a game we could say:

      1 - Snake punched the guy.
      2 - I punched the guy.
      3 - I pressed the button.

      Option 1 doesn't happen because the player isn't a spectator, but there's an implied question in the article: "why doesn't 3 happen?"

    4. Re:bogus by Anonymous Coward · · Score: 0

      It's just as natural for a player to say, "I defeated that boss," as it is to say, "Snake defeated that boss," since Snake is and is not the player at the same time.

      I have never once heard anyone ever say "Snake defeated that boss". Not once. Not Ever.

      I must provide a counter-example. In MMORPGs I usually say that my char/toon did something, not that I done it. That is although I dont role-play much...

    5. Re:bogus by luke2063 · · Score: 1

      I have never once heard anyone ever say "Snake defeated that boss". Not once. Not Ever.

      Would you expect to hear "Cloud attacked the undead Zombie, but that didn't do much, then when Tifa gave it a Phoenix Down it died"
      or
      "I attacked the undead Zombie, but that didn't do much, then when Tifa gave it a Phoenix Down it died"

      I would expect the first example to be the more common, despite Cloud being the primary protagonist, and your avatar for the non combat parts of the game.

      Although I guess more people would say "I used Cloud to attack the undead Zombie, but that didn't do much, then when I used Tifa to give it a Phoenix Down it died"

      Maybe people are thinking "I used Snake to defeat that boss", but as using Snake is required, then there is no need to say it?

    6. Re:bogus by Robyrt · · Score: 1

      That example would have been a lot better in fighting games, where it is common to hear "Justin's Chun Li is very strong" as well as "Justin pulled off a great sweep kick". This is because they have already disconnected characters from backstory by allowing both players to be Chun Li, and the winne

    7. Re:bogus by Fallingcow · · Score: 1

      People say, "I defeated the boss", but they don't (usually?) say "I did *something that happened in a cutscene*", or especially "I said *something that the character said*" (whether in a cutscene or not)

      I think that the latter one, especially, is why Half Life's "silent protagonist" works so well. In a game without cutscenes, having Gordon say something would break the player's identity with the character. In games that have cutscenes, we (players) seem to automatically make the distinction, anyway.

      I might say of Duke Nukem, "Then I killed some pig-aliens", but not "then I said, 'blow it out yer ass'". Duke said that, not me, but I killed the pig-alien.

      I think the difference might be control. In a game where you're (generally) more abstracted away from the main character (maybe a Final Fantasy game), if I have choices during dialogue, I might say, "I chose *whatever the option was*", or I might say, "I said x"; in a game where I identify more with the main character (e.g. Oblivion) I'd probably just say, "so I told him x". In a game where I have no control over dialogue, I'd always attribute it to the character, period, even if all the other action is "I did..."

      In your example:

      Would you expect to hear "Cloud attacked the undead Zombie, but that didn't do much, then when Tifa gave it a Phoenix Down it died"
      or
      "I attacked the undead Zombie, but that didn't do much, then when Tifa gave it a Phoenix Down it died"

      The latter is the least appropriate primarily because you control all of the characters, and saying "I attacked" leaves it ambiguous--you attacked, but with whom? Your later option of "I used Cloud to attack..." is clearly the best, but "I attacked..." is clearly the worst. On the other hand, if you were in a section where you had only one character to control, and your listener knew this, I think the natural thing to say would be "I attacked".

    8. Re:bogus by Anonymous Coward · · Score: 0

      I think you're spot on. Avatars are tools. I might say, "I hit the nail." It doesn't mean I think I'm the hammer.

    9. Re:bogus by Anonymous Coward · · Score: 0

      not to be sexists but there is some data showing that women more often refer to their gaming experiences in the third person while males are more likely to talk about it in the first.

      I haven't really seen any hard evidence as to WHY that is but its interesting none the less.

    10. Re:bogus by Draek · · Score: 1

      Excellent post, but there's a single issue I'd like to respond to:

      I think that the latter one, especially, is why Half Life's "silent protagonist" works so well. In a game without cutscenes, having Gordon say something would break the player's identity with the character.

      Except that not saying anything is *still* a choice. For me, Gordon Freeman breaks my identity as a player because I *wouldn't* stand silent during the events he has witnessed and the situations he's have to deal with, so when he does stay silent (and other characters react as such), I feel "this Gordon Freeman character is a real jerk", nothing to do with me per se.

      Perhaps a better example of the silent protagonist done right is the Chrono series. For all intents and purposes, the characters talk, you just can't hear them, so you're free to imagine yourself how you would say it in their place, with your language and your feelings. Characters like that are much easier to relate to than the explicitly silent Gordon Freeman, IMHO. Still, both games have inmersion problems in other areas, so they're definitely not perfect either, but as far as silence goes I think they use it much better than the Half-Life series.

      --
      No problem is insoluble in all conceivable circumstances.
    11. Re:bogus by wildstoo · · Score: 1

      This might come as a shock to the article author, but when someone shoots someone in a movie, in reality, no one got shot either.

      When I read that I immediately thought of Brandon Lee.

    12. Re:bogus by vux984 · · Score: 1

      not to be sexists but there is some data showing that women more often refer to their gaming experiences in the third person while males are more likely to talk about it in the first.

      If I had to speculate it might be because the majority of avatars in games are male and women don't as easily identify themselves with it?

  13. You see, until the physicist by Anonymous Coward · · Score: 0

    ...opens the player's parent's basement door and descends the steps to gather instrumental or observational data, the player exists in an indeterminate state where he both is and is not the character.
    The indeterminate state, while not classifiable under binary true-false logic, is nonetheless theoretically important and not to be confused with a scientifically meaningless question such as: "If the player gets laid by way of his deep immersion in the virtual universe, is he or is he not the character?"

  14. i punched that boss. screw the character. by Anonymous Coward · · Score: 0

    I can't agree with the researcher's assertion. At least from my own perspective, I have never once related to someone a story about my experience in a video game in the third person. I tell the story of what *I* did in the game.

    Who cares what Nico Bellic did? Nobody says "Engineer" got the top score in a Team Fortress 2 match, or captured the enemy's intelligence briefcase.

    Even in the case of MMORPG's it is far more common to think in terms of your own actions than those of your "character" or avatar.

    So, to paraphrase Douglas Adams, 10 out of 10 for effort, but minus several million for correctness of the assertion.

  15. Re:idle by Anonymous Coward · · Score: 2, Informative

    I don't think they can.
    In a thread that brought out the Fibonacci series of UID's, it was hinted that idle came from higher up in the corporate mountaintops.

  16. You have no tea. by argent · · Score: 1

    If you have "clue" and "no clue", is that zen or just postmodern?

    1. Re:You have no tea. by mazarin5 · · Score: 1

      If you have "clue" and "no clue", is that zen or just postmodern?

      It's both as well as neither.

      --
      Fnord.
  17. Sonic the Hedgehog is the 1st example I thought of by no+reason+to+be+here · · Score: 4, Insightful

    to counter his point.

    In the original Sonic the Hedgehog, if you stopped giving input, after a few seconds, sonic would stare out (presumably) at the player and begin tapping his foot impatiently. Direct address of the audience is, if I am not mistaken, the classic example of breaking the 4th wall.

  18. Both is and is not the character? by DreamsAreOkToo · · Score: 5, Funny

    What, is this some sort of Schrodinger's player?

    1. Re:Both is and is not the character? by TaoPhoenix · · Score: 1

      +1 Nimoy as on "I am and am not Spock."

      It means that the character is no longer discardable because it has irrevocably infused real life with insights not otherwise attainable, but it stops short of psychological conditions in which someone lives the character and believes it (rather than performance art).

      --
      My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
    2. Re:Both is and is not the character? by Goldberg's+Pants · · Score: 1

      HAHAHA! I wish I had mod points as that's great.

    3. Re:Both is and is not the character? by Abstrackt · · Score: 1

      What, is this some sort of Schrodinger's player?

      Yes and no.

      --
      They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance. - Terry Pratchett
  19. Re:idle by Anonymous Coward · · Score: 0

    Link or it didn't happen.

  20. Re:Sonic the Hedgehog is the 1st example I thought by Goldberg's+Pants · · Score: 1

    Exactly. When a character, in ANY medium, acknowledges the person, whether they be controlling them, merely watching etc... That's breaking the fourth wall. Many games do this. Sonic was one. I've had other games where the character "taps" on the screen.

    Just like in movies (first one that springs to mind is Affleck and Damon in "Jay and Silent Bob Strike Back"), if it's done well, it's funny.

    I'm just really not sure what the author of this article was trying to get at. It seems like they are grasping at some straws for something to validate some bogus theory they have, missed entirely, and then wrote the article anyway.

  21. Re: idle by Anonymous Coward · · Score: 0

    lazy ac. find it yourself.

  22. No fourth wall? by readin · · Score: 1

    The author seems to be saying that because the user has greater connection with the events on screen, there is no fourth wall. He has a point, but he misses the point. Yes, the fourth wall that keeps the user from affecting events on screen has disappeared, but it could never be broken by the actors in movies anyway. What "breaking the fourth wall" really refers to is interfering with complete immersion or complete escapism. A few exceptional cases in film have broken the fourth wall successfully, but most times it is done either in comedies or documentaries. Very rarely is it done in action movies or dramas.

    Video games have controllers, and that is a fact. But so is the fact that movies have a 2D screen. Both are attempts to immerse the viewer/player, and both have limitations. As technology improves, the immersion improves. The movies went from silent, to talkies, to color. Controllers have gone from keyboards to unmoving controllers to rumbling controllers. Nothing in these progressions suggests that people no longer want immersion and escapism.

    The author mentions that Zork had instructions that referred to the user. Big deal, I remember watching slide shows that contained instructions at the beginning to flip the slide every time I heard a ding. When you have new users or new technologies you have to do some upfront instruction, and perhaps some instruction throughout. But you only do as much as you need to. You don't go looking for ways to break that barrier.

    The author also mentions the impatient behavior of Sonic when the user doesn't do anything for a while. The problem with this example is mentioned by the author, but not recognized by the author as a problem. When Sonic acts impatient, the user has already dropped out of the immersion. The user is most likely talking to a friend, going to the bathroom, or is in some other way distracted from the game. So Sonic is not breaking the wall, it was broken by the user.

    The Sanity game mentioned seems like an interesting exception. But it hardly makes the case that fourth wall breaking is ok in general.

    --
    I often don't like the choices people make, but I like the fact that people make choices. That's why I'm a conservative.
    1. Re:No fourth wall? by Veggiesama · · Score: 1

      Games break the fourth wall all the time. Any time a game tells you what button to press, there was a conscious decision at some point to break the wall. If the wall was never broken, then it wouldn't be a game; it'd be a long cinema scene or something (think: why do people like Valve games and complain about long MGS/Final Fantasy cutscenes?). Because of this, the author says there is no fourth wall, because the gamer is an integral part of the experience (I think it's a lot more profound than it sounds).

      Maybe this would be more poignant: if you play a movie, and no one is around to watch it, is it still a movie?

      If a game is turned on, but no one plays it, is it still a game?

      (Literary buffs will counter with the idea that a reader/viewer brings their own views along whenever they experience art. I agree, but don't feel like dealing with that issue here.)

      One last thing about MGS: I think the author commends MGS for acknowledging the integral relationship between gamer and game and then incorporating it into the narrative itself (with varying levels of success). I don't necessarily believe he thinks all games should try this, or even that this is the best way of constructing a game's story. He probably just thinks it's interesting from a literary standpoint.

  23. I'm not sure that this is all that subtle. by fuzzyfuzzyfungus · · Score: 1

    It seems to me that the relationship between the player and the avatar, while not without its complexity, is pretty much identical to a relationship with which we are already familiar: the user and the tool. Avatars have the curious property of being entirely virtual; but they are really very little different than the other tools that we've been using since sometime in the "grunting hominids of the savanna" stage.

  24. Re:Sonic the Hedgehog is the 1st example I thought by basicio · · Score: 1

    You are missing the point of the article. Which says that the fourth wall in games can't be broken because it doesn't exist in the first place.

    Whether or not you agree with that, your example does nothing to counter that point.

  25. Elevators! by Keith+Russell · · Score: 1

    That's why those elevator rides take so long in Mass Effect. They added some news blurbs (which sometimes start quests) and conversations to fill the time, but they're mostly to hide long loads. A lot of players have complained about them, but I'll give BioWare credit for finding a way to use that time for plot and character development, not just a progress bar and some hint text.

    I hear Dice used the same technique in Mirror's Edge, but without the witty bon mots from Wrex, it just wouldn't be the same.

    --
    This sig intentionally left blank.
  26. Re:Sonic the Hedgehog is the 1st example I thought by Veggiesama · · Score: 3, Informative

    The author preemptively counters your counterpoint:

    Sonic's impatience (nor anything else about his personality) is not made apparent otherwise. It only becomes evident by watching how he reacts to his relationship with the player. If the player is slow or absent-minded, Sonic isn't happy. This may be a very simple example, but I think it serves to illustrate just how bound up fiction can be with interface elements in games. Sonic is aware of his relationship with the game controller, and with the player, and reacts to them within the psychological parameters set by the game's fiction. Just because he is being puppeteered by the player does not mean that Sonic ceases to be himself. He is holding up his end of the relationship, "So what is your problem?" he seems to be thinking. Should you, the player, fail to perform, he stares at you in frustrated apprehension, as if he were your co-actor on stage and you had forgotten your line in the middle of a performance. Sonic isn't breaking the fiction [i.e., fourth wall] - you are. He's just sitting there, in character, waiting for you to join him in the game world.

    (emphasis mine)

    It's a complicated argument, but essentially, the author says there is no fourth wall. The relationship between the gamer and the game is different than the relationship between the audience and the conventional theater.

    The author acknowledges that the narrative of a game can break the fourth wall (numerous adventure games do this), but he argues that the gameplay itself cannot, because the relation between avatar and player is usually quite interdependent; much moreso than narrator and reader (books), or lead actor and viewer (TV/movies).

  27. limitations by Garganus · · Score: 2, Insightful

    I'm utterly convinced those hardware limitations are well beyond the performance we trudge through. As a gamer and programmer, this just irks me to no end.
    When a game is first launching, screw the 3d map loading to display behind the main menu (*cough* HL2, et al.), just give us text and load the pretty if it has time to idle. While a cut/intro movie is playing, the disc drive's lens motor should be going nuts, scanning back and forth between buffering the movie and reading data for the next level (or better yet, the disc would be laid out appropriately for this). With the same tack, do something awesome during the unavoidable en masse loadings; have us read a briefing, let us tweak our tires, show us eye candy, whatever! If Pacman was 13.4 Kb, Dr. Mario was on a 28 Kb chip, and a pair of hackers fit .kkrieger into 97 Kb, deep pocketed houses should manage more than a spinning icon. Again on en masse loadings, why do we need them at all? When you walk through an areaportal, it shouldn't just take the nearby rooms' load off of the graphics card, it should start trashing and loading distant geometry.

    It's like they're not trying. On the flip side, some recent loading screen news off the top of my head:
    Dungeon Siege http://games.slashdot.org/games/07/09/08/0354231.shtml
    Resistance 2 interview

    1. Re:limitations by TriezGamer · · Score: 2, Insightful

      .kkrieger might be tiny, but it's a horrible example to use here. .kkriegers' proceedural generation takes WAAAAAAAAY longer than any modern load times.

  28. Punchline by _Sprocket_ · · Score: 4, Funny

    It is likewise natural for a player to say, "I punched an enemy soldier," when in reality, she punched no one. All she did was press a button.'"

    Likewise, I could say "I punched the monkey" when in reality, all I did was install a keylogger.

  29. What happens when... by Veggiesama · · Score: 1

    What happens when virtual reality becomes as real as actual reality?

    What happens when these "threshold markers" [i.e., controllers, or the technological interfaces between game and gamer] become invisible to the user? Has this already happened to some degree?

    (I remember playing F-Zero for a long time one day. A few hours later while actually driving, I had a fleeting impulse to double-tap the trigger button to butt another driver off the road. Of course, the car didn't have a trigger button. Still, it was eerie to have an outside stimulus trigger that phantom feeling of a controller in my hand. I don't think this is all that uncommon or even that frightening, but more intriguing than anything.)

    1. Re:What happens when... by a.deity · · Score: 1

      I'd say the immersion is better with the threshold markers in place, your example being perfect of that. When Crazy Taxi came out on the Dreamcast, I kept thinking to myself, "I bet I can get there faster if I shift to reverse, hit the gas, then back to drive and hit the gas again!" Luckily, the fact that I wasn't holding a controller made it obvious that it wouldn't work like that, but the compulsion (even just a small voice in the back of your mind) is still there. Glad I don't drive a car with a DC controller, otherwise I'd still be paying off the transmissions...

      --
      Option-Shift-K.
  30. No Kitchen by Hangin10 · · Score: 1

    I hear there's no spoon either. Now there's no wall. So now I have no privacy in my difficulties in consuming my soup.... Great.

  31. Rehash of old Gamasutra article. by Animats · · Score: 4, Insightful

    This article is a bad rehash of a 2004 Gamasutra article. It doesn't improve much on that article, although it should. There are some significant issues to explore here.

    A good starting issue is the relationship between graphical viewpoint and literary viewpoint. In some games, the player has exactly the viewpoint of the character they're controlling. In others, the player is a step back from the character graphically. Tomb Raider is an example. Note that in Tomb Raider, you're controlling Lara Croft, but you're not her, as her commentary makes clear.

    Looking out from the character's viewpoint creates the problem that the player sometimes needs a bigger field of view than the screen provides. There have been a few attempts to fix this problem with VR-type hardware, but those are rare, and if you've ever played a game in full gloves-and-goggles VR gear, you know why. Providing view-direction controls is usually painful for gameplay. That's what drives game designers towards a remote viewpoint.

    This is completely independent of the literary viewpoint. There are games where the user is the character, there are games where the user drives the character, and there are games like the Sims where the user can only influence the character. These are literary conventions, independent of the graphical viewpoint. There seems to be a convention that if your viewpoint is from the character's eye position, you are the character. Once the viewpoint takes a step back, the possibility of some disassociation from the character is opened up.

    Now consider shared virtual worlds with avatars. In Second Life, your avatar is you - no question. Most MMORPGs are like that. Why? Because you're held responsible for the acts of your avatar. If you're a jerk in Second Life, it has consequences. Life in Everquest has duties; when your guild is raiding, you're expected to be there fighting with them.

    All this is well known in the game design community. The article doesn't really capture the subtle issues.

    1. Re:Rehash of old Gamasutra article. by Anonymous Coward · · Score: 0

      I have sometimes lost myself in that I "became" the character regardless of viewpoint in several games. I find that that's when I'm playing at my best, curiously enough. When playing Oblivion, I'd be able to move about, fight, stalk, snipe, etc. and feel as though I was my character. I'd pick the lock. I'd send an arrow through an enemy's brain stem from point blank range after patiently and quietly stalking him. I felt both genuine remorse and sadistic pleasure playing through the Dark Brotherhood storyline. I'd get shots of adrenaline when caught unaware or if I were being chased by something like a troll early in the game where I had shit-all for weapons and very few good arrows for my beloved bows. Perhaps this is because of an active imagination and the very good audio/visual cues that Oblivion has, but you get my point. Also, I have some experience with RPs like EarthDawn and World of Darkness (before the reboot), so maybe that plays a factor.

  32. Multiplayer game avatars by dj245 · · Score: 2, Interesting

    I think multiplayer avatar interactions are much more interesting. In most MMOs, players will not stand directly in each other. I think this is a violation of a player's personal space. Nearby players who are messaging will stand at "speaking distance", even though it makes no difference to the game's chat mechanism how far apart they are. There are many other examples as well.

    --
    Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
  33. The player is the character... by blahplusplus · · Score: 1

    ... really the whole point of playing an interactive game is to be there, to be present, to be interacting. The "avatar" is merely a game developers idea of what kinds of avatars will appeal generally to a broad audience. Personally the thing that got me so hooked on Galactiv Civilizations 2 and Need for speed underground, was the ability to shape and customize your "avatar" (in GC2 it was ships, in NFS it was cars), to a greater or lesser degree. NFS was limited by the designs of the cars themselves and our expectations of what 'cars' should look like. In Galciv2 you have more leeway and your designs did not have to submit to such expectations of "looking right".

    In fact it's a turn off when game developers make characters people don't want to BE playing and have no feedback when you change gear/armor/etc/etc, Diablo and Diablo2 had some amount of visual feedback when users changed equipment and that's what I thought really added to the game - you are there, you are in the game, you are able to modify and change stuff and have that change reflected in the reality of the game world. Their is level of personal investment in characters whether people are aware of it or not, even 'machines' like planes, cars, etc. Because you are the one in control of the experience provided game developers have given you something you want to experience.

  34. Eternal Darkness Did this exceptionally well by Anonymous Coward · · Score: 0

    Eternal Darkness wouldn't be the amazing game that it was if not for breaking the 4th wall in such creative ways as turning the volume down, creating fake save file errors, character deaths, and other gotcha events that really made the game feel like it was playing with you. The rest of the game was mediocre, but that had to be one of the most imaginative concepts I've ever experienced. The author should play through once or twice.

  35. Your avatar is not you... by Anonymous Coward · · Score: 0

    I have trouble with the whole avatar is you thing. For example Quake, if the avatar is all you, how come you are not at strong as the character, or as skilled with weapons, or have the same endurance. I would argue that the strongest connection with the in-game avatar is when there isn't one at all, like in a driving game (say F1) where you drive the simulated car (preferably with a wheel). Anything else where the player takes on attributes of the character (strength, skills, or the lack of pain) then the avatar is most definitely not all the player, but a hybrid. The lack of pain one is a key factor as it changes the way people behave. Having you Second Life character imprisoned is not the same as being imprisoned yourself, there are always other games to play.

  36. Comment removed by account_deleted · · Score: 2, Insightful

    Comment removed based on user account deletion

  37. Thank goodness! by Clovis42 · · Score: 1

    It is likewise natural for a player to say, "I punched an enemy soldier," when in reality, she punched no one. All she did was press a button.'"

    Last night I tried out the game Rose and Camellia. Google it, it's great! Anyway, after playing I went up to my wife and said, "I slapped her on the cheek!". My wife then explained to me that going around slapping women until they pass it out is a bad thing. Apparently this is true even though I was a woman while I was doing it. Slapping anyone silly is bad, no matter how fun it looked on South Park the other night.

    So, as you can imagine, it was quite a relief to find out that I hadn't really slapped anyone at all. On the other hand, it also means that I didn't really run a whole 20 meters (yeah, that's right!) when I played QWOP the other day. I've now learned that I actually have to move my thigh and calf muscles manually to actually claim that I did some exercise. Bummer.

    Crap, I just realised that my sig isn't even real. I'm not really "Clovis", that's just a fictitious name I use on the internet. And the letters that make up that name wouldn't be me even if that was my real name. So, no sig, that is not that guy that I am.

    --
    Clovis
    ^ Clovis, look! It's that guy you are!
  38. Snake, check the back of the CD case... by Anonymous Coward · · Score: 1, Interesting

    Actually, the fourth wall is notably and clearly broken a couple of times in Metal Gear Solid. Once when Campbell tells you to look on the back of the CD case to find Meryl's codec frequency and once when he suggests that you use the player 2 controller so that Psycho Mantis can't read your mind.

    There are many more sophisticated ways of breaking the fourth wall than "having a character look out at the screen and engage you". I think the point of the article in question is that the player is always actively engaged by the technology - it requires out input in a way that no other medium does.

    And if you want to say that there is some fundamental difference between being told by the game to search the CD case for a code and being told by the game "you press A to fire - now kill these guys" then you are in a much stickier position.

    1. Re:Snake, check the back of the CD case... by trdrstv · · Score: 2, Interesting

      Actually, the fourth wall is notably and clearly broken a couple of times in Metal Gear Solid...

      There are many more sophisticated ways of breaking the fourth wall than "having a character look out at the screen and engage you".

      Yeah, Eternal Darkness was a bitch for using the "Sanity meter" to F*ck with the player...

      What!?!?! I went to save! Why is it erasing my file? Why is it back to the Title screen!?!?!?! Oh Shit Oh Shit Oh Shit... Oh, thank GOD that was an illusion...

    2. Re:Snake, check the back of the CD case... by Anonymous Coward · · Score: 0

      Yeah, that seriously messed with my head a few times. I'd been playing Eternal Darkness for a few hours one evening, and then switched over to Devil May Cry.

      A few minutes later, the screen went blank and there was a regular electric snapping noise. I thought it was a cool insanity effect, until I realised that I wasn't still playing ED and it was actually that the TV had broken.

  39. ACTUALLY.... by Anonymous Coward · · Score: 0

    ....Call of Duty 4 did/does not have a "loading screen" as such.

    It instead uses an animated "satellite view", with the briefing for the next level happening at the same time as that level is loading, which can be tracked via status bar at the bottom.

    This in an interesting change of viewpoint- the player goes from a first person, fighting soldier level of deep interaction right out to a remote godlike/CIA intel operative perspective.

    Thus, COD4 countered the loss of 1st person involvement by replacing it with a new perspective that complimented and in fact Required the disassociation of say, a CIA UAV operator.

    Think of the CIA Ops room in Syriana, their only contact with real events being the screen,a s things blow up and people die. (in the movie plot, that is:) )

    So, this (COD4's loading process)was a perfect example of both breaking the 4th Wall and yet simultaneously reinforcing it!

    It was also helped by the use of the in-game engine and the very smooth transfer back in, swooping back down and into the action.

    So, seeing as COD4 was released worldwide on Nov 9, 2007, the above article is a load of horse dung written by some one who is pretty obviously NOT up to speed on where gaming interaction is at, or could be, even with current technology.

    Fail.

    HDK

  40. Re:Sonic the Hedgehog is the 1st example I thought by jgtg32a · · Score: 1

    You know it, but... a Jay and Silent Bob movie? Feature length? Who'd pay to see that?
    [Holden, Jay, and Bob look into the camera]

  41. Not really a wall... by NeverNow · · Score: 0

    Maybe in videogames it's not quite a wall that's broken, more like a police station, suspect-identification mirror (forgot the correct name, sorry). The gamer is on the see-through side, so he always knows the character is indeed a character in a fictional world; the wall is "broken" when the characters in the game also gain awareness that there is an outer, real world beyond the mirror, and a gamer controlling them. Makes sense?

  42. Re:Sonic the Hedgehog is the 1st example I thought by ost · · Score: 1

    Another example would be Max Payne where at some point you take the elevator where the classic annoying elevator music is played. You shoot the speaker (because you can in a game) and Max Payne goes "Thank you.".

    First time I played that I nearly fell off the chair laughing :)

    Uhm, of course Max takes the elevator and shoots, you just make him... or whatever.

    --
    if you've got nothing to say, don't tell me.
  43. Elevators Re:A rebuttal in by Anonymous Coward · · Score: 0

    Hardware has it's limitations.

    Work around it.

    This doesn't work in all scenarios, but half-life used elevators. It's a natural transition zone. And iirc they avoided _saying_ loading next level. If you stopped and thought about it, it was still obvious. What it didn't do: it didn't grab your face, smash it into the table and say, "Look here bub, this is just a game, and I'm loading the next level."

    Breaking the fourth wall is the video game equivalent of trying to read a novel while someone constantly pesters you. Yes you can get the words out, but you won't experience any of the emotional content and this pisses people off.

    The trick for a developer, is to figure out how to work around the problem. For half-life it was elevators, other games use doors or magic portals. The trick is that there's good ways and bad ways of creating the transition zone. Hell, most machines have tons of ram available, if you have 'levels', then load the nearest levels into memory in the background and engineer the game to have a smooth transition between zones. Easy? No. But feasible? Yes.

    It's like the new MS office load times. Wham the screen opens instantly. You can't do anything, but the program looks like it's open.

  44. Re: by Anonymous Coward · · Score: 0

    Anyone every play Eternal Darkness? That game really breaks the fourth wall with its 'sanity effects'

    http://www.gamefaqs.com/console/gamecube/file/913957/17705

    "-You'll open your inventory, only to find that you've lost
    all of your items.

    -Your TV will appear to have changed video modes, but you
    can hear yourself being attacked.

    -The word Mute will appear, as if someone has muted your TV,
    and all noise will cease.

    -The game will "reset", and the quote from Edgar Allan Poe
    will begin to play.

    -After you save your game, the game will change it's mind,
    and say that it is deleting your game.

    -You'll walk into a room, and have many zombies surrounding
    you, and the game will give you a message that it doesn't
    detect a controller in port 1."

    The last one got me when I played the game. I was frantically trying to plug in controllers trying to fix it. I thought I died, but it turns out the game was only joking.

  45. There is no wall... by Anonymous Coward · · Score: 0

    ...and there is no spoon.

  46. Re:Sonic the Hedgehog is the 1st example I thought by Fallingcow · · Score: 1

    And that's not even the biggest 4th wall break in that game.

    "You're in a video game, Max"

  47. Like driving a car by Anonymous Coward · · Score: 0

    People extend themselves around whatever they happen to be doing.

    When driving in a car, the car becomes you.
    if you get hit you say "hey, he hit me!" and not "hey, he hit my car!"

    There are plenty of examples in human life like this but i'm sure you guys get what i mean.

  48. Re:idle by Anonymous Coward · · Score: 0

    Fine, their corporate overlords are pushing idle. So why can't it stay on idle.slashdot.org? Why does it have to infect my home page, the front page, the metamod system, etc.?

  49. Separating Game Experience from Storyline by 7Prime · · Score: 1

    Well, this all depends upon whether or not you separate the overall game experience from the plot and presentation of the gamestory. In Metal Gear Solid, when psycho mantis comments on the games that the player has loaded on his save card, that is indeed breaking the fourth wall. You can make an arguement about the lack of a fourth wall from a gameplay perspective, but the actual plot construction in video games has very little philosophical difference to that of cinema. Storys take place in the game world, which is NOT connected to the physical world.

    The fact that the player identifies himself as the main character is irrelivant. In fact, there have been many studies in litterature and cinema, and to a certain extent, all audiences identify themselves as the main character to a greater or lesser degree, regardless of the medium. Games may have a magnitudinal difference in that regard, but it's not a fundimental one, the same philosophy applies.

    Therefor, an RPG that talks about itself being in the context of a video game (Earthbound, for instance), or Metal Gear Solid commenting on some aspect of the player from within the game world, breaks the barrier down in the same way that you will find in postmodern theatre and cinema.

    One exception is tutorials, and I only say this simply because they've become an excepted evil, and people no longer really take them at face value. When an NPC says, "press the X button to swing your sword" we translate that as the game creators talking to us (as players) through a game character. It causes a fairly abrupt continuity problem, and we usually completely dismiss the concept that the game character ever said it. Once again, I would give partial exemption to the Metal Gear series, because Kojima is so desperately trying to break the fourth wall, that it's very likely that NPC tutorial explantions are a small offshoot of that... nevertheless, it's still annoying and causes continuity problems. I never like them.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  50. Re:idle by Anonymous Coward · · Score: 0

    maybe he means this?

  51. That isn't a wall... by Anonymous Coward · · Score: 0

    The original article seems to make the mistake of thinking the participant has anything to do with breaking the wall. They do not. It is when the character or story acknowledges their pressence that the 4th wall is broken. In fact, the 4th wall is even more potent in video games because your immersion in them works on so many levels.

  52. Consistent Scope of Fantasy by Wyck · · Score: 1

    Interesting. After reading all these replies, I'm now really hyper-aware of the 4th wall aspect to video games. I've been familiar with it in theatre for quite some time, and I am a live improvised comedy theatre actor so I know how easy it is to break the 4th wall. I've always thought of it as something that betrays the intended scope of the fantasy. I think games are interactive fiction by design, so you're supposed to be immersed, but interactively so. It's up to the writers to decide what the rules of the game's fantasy are. There's a difference between a soliloquy in a play, and a moment where the actor starts wise-cracking back to a heckler. One is intended, the other is accidental, and is beyond the scope of the play. Furthermore, i've seen desperate attempts to keep from breaking the 4th wall in improv, like when someone in the audience's cell-phone rings, and the actor mime-answers their cellphone, there, the actor deals with the situation within the reality of the play. It's clear that information is passed through the wall, but this is not really _breaking_ the wall, because it doesn't betray the fantasy, it just draws on information that is exchanged between the fantasy and our reality.

    Obviously, the video game is trying to set the scope of the fantasy and the degree to which you are expected to be immersed. If that gets radically changed for some reason in a way that suddenly made the laws of the fantasy world seem changed such that they involved more of our reality that you originally thought, you could say that the 4th wall had been broken, or you could just say that the writers were going for that kind of a twist. This can be a great source of humour. I've seen some cool movies where the characters acknowledge that they're making a movie, and it's done intentionally.

    Video game designers are given a hard task of justifying phases of the game like the install, the menu screens, dealing with errors, ending the game and restarting, etc.

    One of my favourite goofs is when the in-game character speaks out "I have to hit the X button to pick that up" like my character is holding a game controller?!?...what exactly is the perceived reality in those situations? Sure it's self referential, but I believe that those things are just errors that lead to a less immersed experience for the gamer. A much better line would be "You have to hit your X button if you want me to pick that up." Of course it could just be a stylistic choice by the writers to blur the lines as the article said.

    I'd like to see a video game that blurred the lines so much that it made me think it wasn't running. So it integrated with my outlook, blackberry, windows desktop etc. It could do crazy things like call me on my cellphone, send me emails, instant-message me. That would be FREAKY!!! Maybe the game will read slashdot and the in-game character will reference real-world events in-character.

  53. But humans show animism with everything by ghostlibrary · · Score: 1

    > It is likewise natural for a player to say, "I punched an enemy soldier," when in reality, she punched no one.

    Yes, and people say "he hit me" when someone hits their car. No, they hit your car. You are not your car. Do not break the "driver's fourth wall".

    TFA doesn't seem to really understand the difference between immersion and investiture into a role.

    --
    A.
  54. Loading... by Jabbrwokk · · Score: 1

    Ultima IX didn't have loading screens, and the occasional pauses were less than a second.

    The occasional pauses of laughter at the game's seemingly endless bugs, however, were longer. And watching the Avatar occasionally fall through the world certainly broke that fourth wall.

    One game I've played recently that has no discernible load zones is Titan Quest, which lets you run from one end of the world to the other with no waiting.

    Another with horrible jarring "LOADING" waiting is the Half-Life 2 series. They don't happen often, but they are annoying.

  55. Persona Law and Usernames by Anonymous Coward · · Score: 0

    Here's my fear: Persona law people come back and start liquidating people's PERSONAS again when they go bankrupt... so does this mean my online game usernames too? Because aren't those property of the games themselves sometimes? Its hard to tell in the user agreements, and as pro gamers and casual gamers get more media attention its going to come up again and again in the courts. Persona law is similar but I don't know of many precedents off hand.

  56. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  57. Pshaw! by FoamingToad · · Score: 1

    The same trick was done in Ritman/Drummond's Batman in the early 1980s on the Spectrum.

    Obligatory Wikipedia Link.

    Now get off my damn lawn!

  58. One word... by adamofgreyskull · · Score: 1

    ...Resident Evil. It had loading screens, but they were well thought out. You'd get to a door and press the action/use button to go through, the screen would go dark and show you an animation of a door opening. Everyone knew what was going on, you could hear the Playstation accessing the CD, but showing that animation instead of presenting a "PLEASE WAIT, LOADING..." screen was enough that you could suspend disbelief if you so chose.

  59. Loading in Super Mario Galaxy by tepples · · Score: 1

    What would you rather have instead of loading screens?

    A short, unskippable cut scene. Final Fantasy VII used a blitter feedback effect on the frame buffer when switching from the movement view to the combat view, and it showed the battle debriefing when switching back to the movement view. Super Mario Galaxy shows Mario flying away from the observatory toward a planetary system, and it looks wonderful. To cover loading when you first start a game, put up the copyright screens and info on how to use the controller, like Wii games do. In games with a large, open world that gives no chance to make a cut scene, load the PS1-quality textures first and then fade to the PS3-quality textures once they have loaded.

    Have the game FREEZE while data gets loaded?

    SMG plays a short jingle and freezes for loads that take less than two seconds, such as transitions between outdoor scenes and indoor scenes within the observatory.

  60. Actually, we do say that. by Gaffod · · Score: 1

    Ok, so you don't often hear "Snake defeated the boss." because people don't want to say snake beat him, it's an achievement that they're proud of and hence they attribute it to themselves. They want to say I did it. But look at what happens when the controls are buggy: People don't complain that "I accidentally pressed O too long and aimed with the gun instead of shooting", they say "snake aims instead of shooting". When the character does what the player wants, it's the player doing it, there's immersion, when the character misbehaves, the player begins to speak as if Snake has a mind of his own.