{"id":800,"date":"2014-03-10T21:51:43","date_gmt":"2014-03-11T01:51:43","guid":{"rendered":"http:\/\/blog.richmond.edu\/playing-at-leadership\/?p=800"},"modified":"2014-03-11T11:52:21","modified_gmt":"2014-03-11T15:52:21","slug":"captain-obvious","status":"publish","type":"post","link":"https:\/\/blog.richmond.edu\/playing-at-leadership\/2014\/03\/10\/captain-obvious\/","title":{"rendered":"Captain Obvious"},"content":{"rendered":"<p>So after a couple of completely insane weeks, I&#8217;m back to my playthrough of\u00a0<em>Dead Space<\/em>. I&#8217;ve just begun Chapter 3, so please don&#8217;t tell me how stupid I am in the event that I&#8217;m wrong about my surmises at this point. Winks and smiles will be adequate.<\/p>\n<p>So something that I think irritates me about a lot of games is the &#8220;Captain Obvious&#8221; nature of a lot of the narrative. I know that at some point there was a game where the &#8220;guide&#8221; you are working for really was meant to be your friend, but it seems that in most of the games I&#8217;ve played or replayed recently, that &#8220;guide&#8221; is full of crap:\u00a0<em>Portal<\/em>,\u00a0<em>Bioshock<\/em>,\u00a0<em>Dishonored<\/em>&#8230; And yes, I know that there are characters in\u00a0<em>Bioshock<\/em>\u00a0who aren&#8217;t leading you astray (Tennenbaum, for instance), just as there are games where the friendly neighborhood guide isn&#8217;t an ass (Elizabeth in\u00a0<em>Infinite<\/em>\u00a0isn&#8217;t evil, for instance) and games where you know from the get-go that, to quote Ackbar, &#8220;It&#8217;s a trap,&#8221; like\u00a0<em>Arkham Asylum<\/em>.<\/p>\n<p>My proverbial spidey senses are telling me that\u00a0<em>Dead Space<\/em>, though, is one of the former. I profoundly distrust Hammond. Every time he tells me to do something or go somewhere I want to tell him what he can go do with himself. And yet the game refuses to allow me to do that, so I merrily go along with the plan, fully expecting him to betray me or try to eat my brain at any moment.<\/p>\n<p>All this leads me to the point that I profoundly dislike when the narrative of a story &#8211; movie, game, book &#8211; is extremely predictable. I find this odd, since I enjoy re-watching, re-reading, and re-playing things almost to the point of memorization (in some cases). I can enjoy something if I know the whole story, so why does it bother me when I can guess the outcome?<\/p>\n<p>I guess the answer is that I feel like predictable stories are lazy. And when I say that, I don&#8217;t simply mean that a story&#8217;s ending or major plot arc is predictable. I say &#8220;predictable&#8221; when I not only know what&#8217;s happening in the major plotlines, but when the accoutrements that accompany it are just as banal. In\u00a0<em>Dead Space<\/em>, for instance, I go into a room\/hall and something jumps out of the wall or ceiling, I shoot it, the music stops, I go pick up some money or plasma, and then I proceed, knowing full well that sooner or later Hammond is going to try to kill me, and yet I have to keep going or stop playing.<\/p>\n<p>In a game like\u00a0<em>Dragon Age<\/em>\u00a0I also can predict some of the end outcomes. I&#8217;m going to ultimately face the Archdemon and defeat it (although I didn&#8217;t see the exact choices coming, which was refreshing). But in\u00a0<em>Dragon Age<\/em>, there are a thousand little things that I can choose from, quests at which I can succeed or fail along the way that change the narrative, if not the major plot arc. I can engage in conversations with some people and not others, reveal side stories, find weapons or artifacts.\u00a0<em>Dead Space<\/em>? Not so much.<\/p>\n<p>Now I haven&#8217;t given up on\u00a0<em>Dead Space<\/em>. It has some core ideas that I still find worth pursuing, even if it does really feel like\u00a0<em>System Shock 2<\/em>\u00a0every time I turn a corner. I also assume that some of the tropes that I find so tired would not be to someone who hasn&#8217;t played\u00a0<em>System Shock 2<\/em>\u00a0or seen a million space-zombie movies, but then again, if you&#8217;re into games like\u00a0<em>Dead Space<\/em>, you&#8217;ve probably seen at least a few.<\/p>\n<p>I guess I&#8217;m just a little disappointed at the lack of sophistication in the game. I want it to tell me a story that I haven&#8217;t heard, or at least tell the old story in a new way, because, really, all stories (thanks, Northrop Frye) are old stories. Every time we tell a story, whether in a game, a novel, a play, a film, or a poem, it&#8217;s an old story repackaged and tied with a shiny new ribbon. I want more ribbon. I want sparkly paper, not the recycled wrapping from last Christmas.<\/p>\n<p>And while\u00a0<em>Dead Space<\/em>\u00a0isn&#8217;t a shiny new game, I guess I feel like that shouldn&#8217;t matter when it comes to narrative. After all, there are a lot of old stories that still have their sparkle: Shakespeare, Dickens, Tolkien, Heinlein, Lewis, Carroll, Seuss, Austen, Eyre, Le Guin, Gaiman, Spielberg, Moore. Old stories that keep sparkling long after they&#8217;ve been told and retold. I&#8217;m not saying that I only like games with Dickensian-worthy stories, mind you. I&#8217;m a fan of summer blockbusters and pulp sci fi. But I am asking for more than as a way to get from one room full of monsters to the next. Also, after about ten rooms of monsters, that gets old, too. Mix it up. Give me a story covered in pretty paper with a bow on top, and let me guess what&#8217;s inside before you have me tear off the wrapping.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>So after a couple of completely insane weeks, I&#8217;m back to my playthrough of\u00a0Dead Space. I&#8217;ve just begun Chapter 3, so please don&#8217;t tell me how stupid I am in the event that I&#8217;m wrong about my surmises at this &#8230; <a class=\"more-link\" href=\"https:\/\/blog.richmond.edu\/playing-at-leadership\/2014\/03\/10\/captain-obvious\/\">Read More &raquo;<\/a><\/p>\n","protected":false},"author":1710,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[9130,9136],"tags":[],"class_list":["post-800","post","type-post","status-publish","format-standard","hentry","category-game-criticism","category-videogames"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p6XN03-cU","_links":{"self":[{"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/posts\/800","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/users\/1710"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/comments?post=800"}],"version-history":[{"count":0,"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/posts\/800\/revisions"}],"wp:attachment":[{"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/media?parent=800"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/categories?post=800"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/tags?post=800"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}