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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.'"

3 of 152 comments (clear)

  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. 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.

    --
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  3. 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...