
Grand Theft Auto IV, developed by Rockstar North and published by Rockstar Games
In Round 2 of our Vs. Mode exchange with MTV News reporter Stephen Totilo (also featured on Totilo's blog Multiplayer),
he continued to insist that the soul of the Grand Theft Auto series is
its sprawling possibility space, and that Grand Theft Auto IV's
insistence on a richer main character and more consistent themes was
taking the franchise too far from its roots. We countered by accusing
Totilo of overlooking Rockstar North's "fitful achievement" of blending
emotion and gameplay. In today's Final Round, both sides bring their
loyal readers--those who previously posted comments on Level Up and
Multiplayer--into the Vs. Mode dojo to spar with the experts. And once you've
finished reading it, we encourage you to share your reactions and
observations in the comments section. After all, our new and improved Final Round is nothing without your participation, Dear Reader. Enjoy.
***
Stephen Totilo:
After our preview entry, readers started mostly bagging on the sandbox
in GTA IV (clearly these were not the same people who were calling me
mean names when I wrote about my experience with GTA IV the weekend before it was
officially released.) Many of the commenters complained
that the sandbox was just not developed enough in GTA IV, and even the
defenders of the game suggested that more sandbox elements would surely
be restored in the eventual GTA V.
Of all the things people said
they wanted added in, one stood out. Reader Jack Lothian described
one added option for GTA IV--one small wrinkle--that he believes would
have had a profound impact on the game:
I'd love GTA games to
genuinely introduce moral quandaries, just as I'd love to them to
actively pursue a more open approach where mass slaughter isn't the
usual answer to any problem. GTA IV isn't that game though--"Kill Mr A
or Kill Mr B" ends up being more of a game choice than a moral one
(which death will benefit my playing experience). A third option (kill
neither, face the personal consequences) would have at least given some
deeper scope.
Stephen's take: Jack just blew my mind. I've long
complained of the binary choices games that are designed with morality
systems provide players. That's why I'm happy that Spore will give
players at least three ways to cultivate their in-game species, instead
of just "good" or "bad," "Light Side" or "Dark Side," "kill the Little
Sister" or "don't kill the Little Sister." What would I have done if I
could have chosen to ignore Playboy X and Dwayne and killed neither?
Some would say that offering three choices rather than two is no real
improvement. But recalling that specific scenario, I'd have found it
even more extraordinary and morally complex if I could have chosen that
third path Jack described. Agree?
N'Gai's take: I don't think
that the "do nothing" option is particularly compelling, because
Rockstar North has set up a pretty stark situation in which two
erstwhile best friends now want each other dead. If you opt out, the
most likely consequence is that one or both will turn on you. This
doesn't sound any more extraordinary or morally complex than what
Rockstar actually did, which was try to put some moral complexity into
Playboy X's response if you chose to follow through on his orders and
kill Dwayne.
***
N'Gai Croal: While discussing how the
concept of the "war economy" is addressed in my Newsweek essay on Metal
Gear Solid 4: Guns of the Patriots, I said that "MGS 4's gameplay
vocabulary and rhetoric reinforce each other to achieve what games do
best: radically simplify complex systems--in this case, post-9/11 hot
zones--in order to entertain and possibly inform." GTA IV's missions,
like many other systems in the game, have radically simplified
solutions. So the question that I'd ask you and Jack in turn is, how mechanically complex a game do you want Grand Theft Auto to be?
Rockstar North could borrow the intimidate-or-negotiate mechanic from
Electronic Arts' The Godfather: The Game; the stun-or-tranquilize
options from Metal Gear Solid; or the converse-rather-than-fight
feature from any number of role-playing games. But these solutions are
themselves imperfect. Intimidation/negotiation is yet another binary
solution. Stunning or tranquilizing Playboy X or Dwayne doesn't do you
much good unless you can subsequently kidnap your target and keep them
prisoner. And introducing RPG mechanics could quickly transform GTA
from an action-adventure game with light RPG elements into a full-blown
RPG.
A better solution was hinted at
by leifeng, one of my commenters at Level Up, who wrote:
Like several other
commenters here, I too was startled by the things I couldn't do in GTA
IV, but it wasn't jet packs or rainbow afros I was looking for. Once I
got a hold of some guns I constantly found myself looking for
non-violent ways to pass missions and came up short every time. "You
mean I can't just shoot him in the leg? You mean I can't just scare
him, let him go, and say I killed him, as I did with that Vlad mission?
I have to beat this guy up for information? Can I just take him out
drinking?"
N'Gai's take: GTA IV is chock full of mechanics and
systems that could be employed for, um, conflict resolution, if only
Rockstar would support them. Perhaps Niko could set up a three-way call
with Playboy X and Dwayne to let them air their differences, using the
keypad to select Niko's dialogue options. Or talk them back from the
precipice over email, using the Happy Face and Sad Face emoticons to
choose the tenor of his replies? Or take both men to the Champagne Room
at the Triangle Club, bringing in various dancers get their minds
right? Or, as leifeng suggests, engineer a lost weekend of boozing to
get them to squash the beef. Aren't these better, more active, more
GTA solutions than what you and Jack are suggesting?
Stephen's
take: They're certainly better options than shooting Playboy X with a
tranquilizer. Why'd you even mention that? I like your suggestions.
They are, mechanically, more "GTA"-ish than choosing to "ignore"
Playboy and Dwayne, as Jack had suggested. But they're not to far off
in spirit from his idea because they too involve ignoring edicts to
kill and finding an alternate path. The challenge with his or your
recommendations is that fun usually has to win out
in game design, and having a shootout with Dwayne or Playboy X is
likely to prove more fun than driving them to the strip club and
watching some avatars dance until the two men speak some pre-recorded
dialogue and patch things up. So the challenge falls both to Rockstar
and to us second-guessers to identify a third choice for the
Playboy/Dwayne conundrum that would be equally fun to play through. It
shouldn't be too hard for Rockstar, right? The very essence of "GTA" is
in making players enjoy the rush of rebellion. So giving the player a
way to turn down Playboy and Dwayne's requests (or maybe accepting them both) should be right up the "GTA" designer's alley.
Any time we "GTA" players can give a middle finger to what the
authorities in a game are telling us to do, we're going to do it--I
hope.
***
Stephen Totilo: Following our first real round
of exchange, Multiplayer reader Eric Tharnish wrote
an interesting comparison between GTA IV and Street Fighter III,
feeling like Rockstar, like Capcom before them, had moved too far from
a style of gameplay that worked and has, given the direction of Street
Fighter IV, proven to be what the franchise's most ardent fans want.
But
who left a more profound comment after Round One than reader rohit, who:
dear sir,
i want to download the sanandreas mode pack.
Stephen's take: So do I, Rohit. So do I. N'Gai?
N'Gai's
take: If Criterion Games creative director Alex Ward were here, he'd
probably say, "Rockstar already made Grand Theft Auto San Andreas. If
you want to play it again, take it down from your gaming shelf and pop
it into your PS3." That's what I'd say to you and Rohit, because you're
both dreaming kind of small. Instead of the sanandreas mode pack, why
not the manhunt mode pack (Niko does "Taxi Driver"!), the bully mode
pack (Niko does "Good Will Hunting"!), the warriors mode pack (Niko
does "Fight Club"!) or the midnightclub pack (Niko does "The Fast and
the Furious"!)? There are a million stories in the naked city, and a
million possibilities in the open world. Stop focusing on San Andreas.
***
N'Gai
Croal: As for Level Up's commentariat, Round 1
resulted in both brickbats--"Delving into Niko's (and other other
character's psyche) is crazy--he's a video game character not a human
being....Has anyone ever told you guys that you think too much?" said
tripl_b--and hosannas--"[W]ould you tell Einstein or Walt Disney that
they thought too much?" replied PhilVillareal. (He didn't specify which
of us is Einstein and which of us is Walt Disney, though. Readers?)
Etchasketchist gently rebuked me for failing to include standup
comedians on my list of content that Rockstar North could update via
downloadable content. But Level Up reader hage spoke for many when he
wrote:
I also found the story to be a fraudulent bill of goods,
between the laughable artifice in some of the NPCs (Michelle after 10
seconds in the car: "I'd really like to get to know you better,
Niko...") and every time the writers build up a little good will in
terms of your emotional investment in Niko they squander it on
something completely out of character in the name of a violent filler
mission.
Commenter HeyMarkD said the same thing even more
eloquently, writing "My Niko would never perform some of the required
kills in some of the missions. It's a mix up and it's sort of an
"Uncanny Valley" in terms of gameplay." I'd never thought of applying
the concept of the "uncanny valley"
[http://en.wikipedia.org/wiki/Uncanny_Valley] to characterization, but
it's a brilliant way to repurpose this terminology.
N'Gai's
take: At the same time, I'm wondering whether the fault lies not with
inconsistencies in the work of Rockstar's writing team, but with the
credulity of all of us. Liberty City is filled with self-deluded
characters like Playboy X, Manny and Brucie, who present themselves one
way only to be exposed by their behavior. Why do we take Niko at face
value? Is it just because he's our avatar? Remember, we never hear
Niko's inner thoughts, we just listen to his dialogue and see his
actions as we carry them out. (According to my list of The Five Player
Roles,
we don't inhabit the role of Niko, but rather serve as his guardian
angel.) Maybe the gentleman doth protest too
much. Maybe Niko is deceiving himself as much as do the rest of the
lowlifes he runs with. Maybe as much as he believes he's fatigued with
death and killing, he's actually drawn to it? Maybe we have all
misunderstood Niko Bellic. What do you think, Stephen?
Stephen's
take: I think Niko's a sociopath and that the only reason Michelle fell
for him in 10 seconds is because she was paid to. You already know that
I don't think the storytelling in the cut-scenes matches with the
storytelling (game-telling, N'Gai?) in the missions. Yeah, maybe that
was all the point. Maybe we've been shown that Niko is no more
repentant than Tony Soprano in the moments when the gangster isn't
sniffling in his therapist's chair. The game left me no choice but to
think of Niko as scum. I think the game designers wanted me to feel
some sympathy for him. No way. That's why I took such pleasure near the
end of the game when I was given the choice to either kill my long-time
nemesis or go to work with him. Gleefully--and over the protests of my
in-game girlfriend--I chose to go to work with him. I sold out whatever
values Niko claimed he was supporting early in the game. I rejected
what I felt was pressure from the game designers to grant Niko
emotional closure. I let him run roughshod, spitting on all who had
cared for him. Because that was the only way I could
make sense of everything the game had shown me, through cutscenes and
gameplay, about Niko Bellic.
***
Stephen Totilo: After
Round Two, a debate broke out between two Multiplayer readers. Reader
Eric Tharnish was back to rightly praise me for besting you in that
round (again!). He objected to what he saw as your call for a more
"controlled world" and "controlled scenarios." To your defense rode
Chico Lou, who said that Eric and you were actually in agreement and
that you were calling for greater flexibility in the series--via the
implementation of more branching paths and optional cut-scenes that
would accommodate the way a player might be making their GTA
protagonist behave.
Into this exchange leapt Dsankey:
One
solution to this sandbox vs. story tension is to have an
honest-to-goodness nonlinear narrative. It strikes me that Bethesda
have forged ahead with this, at least in the console world. In GTA IV,
there could have been different missions unlocked depending on who you
chose to date, making your date into a major character (and changing
the ending). Siding with one crime faction or another would be another
way to unlock different missions/stories depending on how the player
chose to play. Or specializing in race missions, doing the police
computer missions etc.
Stephen's take: I like Dsankey's comment
for two reasons. One, it gives me the opportunity to make my joke that
I thought only Resident Evil 5 had "race missions." Two, DSankey is
thinking what I was thinking. I don't think you've played through GTA
IV, and you know that I have. I quite liked the moments you described
in your last letter, but I think you would have wound up singing my
tune if you'd reached the end. And we both would have been advocating
the DSankey approach. Shouldn't Rockstar develop a shorter but more
branch-able central narrative? Instead of requiring players to engage
in more than 60 missions to reach one of two story endings, why not
require them to play just 40, with at least 20 alternate missions
programmed in case players veered into alternate paths? That way I
could get more of the freedom I've been bellowing about while you could
still get the more structured, well-crafted missions you've been
enjoying?
N'Gai's take: That's a compelling idea. It's also one
that Rockstar North is unlikely to pursue anytime soon, for a couple of
reasons. First, as I pointed out above, the genre they believe GTA
occupies is the action-adventure game, not the (Western) role-playing
game. So I'm not sure they believe that they need as much nonlinearity
as DSankey suggests. Second, many developers are wedded to the idea
that players should experience the majority of the content their games
have to offer on the first playthrough, to say nothing of the increased
concern that reviewers and gamers will attack their games for being too
short. I think that your idea is a sound one. And if Rockstar North
were to abandon creating a single, unified narrative (yes it has some
detours, side streets and a sandbox, but they ultimately follow a
similar path to one of two conclusions) in favor of some truly
meaningful narrative branches that led to meaningfully different
experiences and endings, I think the GTA franchise world, uh, level up.
***
N'Gai
Croal: Speaking of Level Up, Round 2's comments section was deeply influenced by leadoff poster InfinityDevil's exploration of
the possibility that a gamer is just as capable of evolution as is a
game franchise, writing:
I'm not the same person I was when
San Andreas came out, which is why the emotional punch of GTA4 really
helps me recommend it to every Rated-M-aged gamer out there. One of my
favorite moments included how when getting missions from a bedridden,
hospitalized mob boss later in the game the camera stays on the boss
while he coughs and struggles to breathe. We are uncomfortable with
that mortality, so is Niko, and the virtual camera staying on that old
man when I'm looking at it and asking, silently, to please let me look
away makes us think what Niko thinks--is this where I want to end up,
on my deathbed and still fighting crime family wars?
Marijn agreed, saying, "
[T]his
might be the biggest indicator of Rockstar's accomplishments in
emotional immersion: that with both who-lives-and-who-dies choices I
was subtly nudged toward one of the two choices by the way Niko reacted
to the characters. I knew who Niko liked more, and what's more, I
agreed with him. It takes some great storytelling to make you want to
roleplay the main character perfectly, and whatever the faults of the
narrative and characterization, this is one area in which Houser and
Benzies acquitted themselves magnificently.
But InfinityDevil's
words had the most impact of all on your commenter--or is it
mine?--Chico Lou, who urged us all to reread InfinityDevil's post, then
wrote:
[W]hat InfinityDevil is describing is not
role-playing--it's the opposite. He didn't imagine what Niko would
think, and then react how Niko might--no, InfinityDevil reacted to a
situation as himself, then transferred those thoughts and emotions to
Niko. InfinityDevil reverse role-played.
N'Gai's take: Are we
playing Grand Theft Auto IV, or is Grand Theft Auto IV playing us? At
the 2008 Game Developers Conference, Playsign game designer Pekko
Koskinen asked "Can we think of game design as the art of making fictional behavior?"
and "Can we design a player, in the same way we design a game?" Does
Rockstar North's halting success in creating a believable Niko
Bellic--or unimpeachable triumph, if you subscribe to my
Niko-is-equally-self-deluded theory above--suggest that continued
improvements in the writing is what the developers need to guide us to
better inhabit this role so that we play Niko as he is meant to be
played? Or does Rockstar need to further sandbox-ify its narrative so
that a million Nikos can flourish without ever feeling as though the
character is in conflict with their choices?
Stephen's take: Can
I take a third option again? Cycle your way up the page here and note
how your reader HeyMarkD repurposed the "uncanny valley" phrase in the
context of gameplay and characterization. The options you're
considering, N'Gai, are both attempts to bridge HeyMarkD's uncanny
valley. Both approaches would make the game feel more real, it's
characters more consistent. They conform to our instincts to want to
play in a world we can believe in. They conform to the decision I
described about that led me to choose one moral path at the end of the
game because it was the only way I could reconcile aspects of the
game's storytelling that would have otherwise seemed inconsistent. But,
essentially, the two modes you're suggesting are two forms of
normal-mapping, two forms of motion-capture, two forms of making the
game seem more real.
Consider, if you will, turning back from
HeyMarkD's uncanny valley. Consider, to extend the metaphor, going a
toon-shaded route or a pixelated one. Consider turning back from the
uncanny valley that separates nonsensical gameplay and believable
scenarios and embracing a game world that doesn't have to all be
consistent, that--you guessed it--is unafraid to let its characters
where rainbow 'fros, hit people with purple sextoys and send a
down-on-his-luck L.A. hood on a sky-diving mission to blow up Hoover
Dam. In trying to create a more believable world populated with more
realistic characters, Rockstar's game designers face the same challenge
video game graphics artists have faced since they tried to convince us
that a few pointy polygons were a Lara Croft breast and, later, that
the glazed eyes of a virtual Keanu Reeves were as lively as the real
things. Realism's hard. It can be worthwhile to pursue. It can be
ruinous. It can help some games, but it's not going to serve every
game. Here's to watching Rockstar sort this one out over the next
decade.
***
That's it for this installment of Vs. Mode,
but we look forward to reading--and responding to--more of your thought-provoking opinions in the
comments below. Oh, and if you're wondering which game will next be
subjected to our withering gaze, let's just say that it involves senior
citizens, war zones and time paradoxes. Ta.
To read the preview for this installment of Vs. Mode, click here. For Round 1, click here. And for Round 2, click here.