Cannabis Indica

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CMS.S60
Understanding the Convergence of Video Game and Film Styles
Alexander Chernyakhovsky
achernya@mit.edu
Understanding the Convergence of Video Game and
Film Styles
Alexander Chernyakhovsky
The digital revolution of humanity is well known for having greatly impacted the forms of
media: the digital arts have effectively supplanted the traditional arts: painting pales to the digital
masterpiece of Photoshop reality; digital photography frees the photographer from the limitations
of the film cartridge; computer-generated imagery (CGI) makes film truly extraordinary; video
games put the player into situations that were previously unimaginable. However, video games are
mostly considered to be craft and not art, similar to how many modern arts were once considered
craft. At the same time, film is considered to be significantly more art-like than video games. Of
course, the status of film is disputable, with the television formats varying wildly.
This is especially interesting, as close observation of the interactions of film and video games
reveals that there is an intimate relationship. The modern media ecosystem is extremely focused
on transmedia movements; the video game adaptation of a movie is extremely common, and the
movie adaptation of a video game is gaining momentum. In fact, some of these adaptations have
been quite successful, such as the Tomb Raider1 video game that was turned into the Lara Croft:
Tomb Raider2 movie just five years later. The very existence of this and other films is evidence that
film is becoming more video game-like. What makes this possible? Is there an inherent connection
between the story-telling modes of the film and the video game that make them similar, and this
convergent evolution is just a natural side-effect? Or perhaps it’s a cry for recognition by video
games, to finally take on a perception as art, while their film ancestor looks on with jealousy, and
1Eidos Interactive. Tomb Raider. Video game. 1996.
2Simon West. Lara Croft: Tomb Raider. Film. 2001.
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Understanding the Convergence of Video Game and Film Styles
Alexander Chernyakhovsky
achernya@mit.edu
takes on the elements that made video games successful to regain the fan’s levels of attention.
The interactivity of games, especially video games, is indisputable; other media are meant for
observation. We can consider this to be an affordance of video games—but how have video games
changed since they became viable? One of the first video games, Pong, is iconic enough that it
is constantly reimplemented by developers, myself included. Pong has few features: the ball and
the two moving paddles, one of which may be controlled by a computer player with a simplistic
Artificial Intelligence (AI). Analysis of this game shows that it has extremely blocky artwork,
and no real story. It seems to be a digital recreation of a similar game that can be played in the
analog world: Ping Pong, also called Table Tennis. However, this simplistic beginning does not
permanently shadow video games, as many of these decisions were limitations of the computer
engines that powered the game, and not the imaginations of those that created it. That is not to say
that Pong has some deeper meaning than is visible to the gaming audience, nor that we should go
looking for one, but only that the medium did not yet allow the deeper exploration that we expect
from our arts.
As the underlying technology evolved, the features of the video game also evolved. This pro-
gression can be most easily noticed by following a long-lived game series through the various
technological incarnations. An example of this process is the Mario series of games by Nin-
tendo. As the computing power of the video game consoles increased, the length of a Mario video
game increased; as did the complexity of the artwork and music. Eventually, Mario entered the
three-dimensional universe3, as significant changeover from the two-dimensional platformer ear-
lier games4. Although the levels become more intricate, the basic story-line stays the same: Mario
must save Princess Peach, who is almost always in another castle. Intricacies do sometimes find
themselves getting included in the story-line to differentiate the new game from the previous ones,
but the basic principle remains. However, this is not a counterexample to the idea that video games
3Nintendo. Super Mario 64. 1996.
4Nintendo. Super Mario Bros. 1985.
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CMS.S60
Understanding the Convergence of Video Game and Film Styles
Alexander Chernyakhovsky
achernya@mit.edu
are growing to have deeper meaning and therefore worthy of the classification of art, but rather
proof that there is a specific video game formula that is in the process of being perfected.
In fact, the formula in which Mario must always save Princess Peach is a trope that can be found
in Hollywood films as well, recognizable as “hero saves damsel in distress”. This common motif is
present even in children’s films, such as the Disney’s version of Tarzan. Given the human tendency
to tell stories of heroism which follow this motif even outside of film and video games, it is safe to
say that it affects both low and high art. With this in mind, we find that the further analysis of the
development of video games and their relation to film is actually complicated: because of the deep
interconnection between the modes expressed in all media, it will be difficult to identify specific
elements that are not also shared with at least one other medium. However, we endevour not to
show that the connection between film and video games is unique, but rather being strengthened.
Before we can proceed with a case study video game, we must first establish the criteria that
we will judge the evolution of the video game towards the film. If this progression actually exists,
we expect to find a modern video game with elements of deep and involved story-line, immersive
alternative reality that is self-consistent but not necessarily believable within our own universe,
there should be a mostly linear structure that can take the form of a narrative, and the game should
have a plot structure that is “sufficiently nuanced” that it is not contrived. We instantly recognize
that there are games created all of the time that fail this litmus test. This is expected, just as there
is film and physical art that is kitsch and of low value.
For this test case, we will evaluate a modern installment of a long-lived game series: Metal
Gear Solid 4: Guns of the Patriots5, directed by Hideo Kojima. Metal Gear Solid 4 follows in the
long line of Metal Gear Solid games, which follow the Metal Gear story-lines. We will analyze
the depth of Metal Gear Solid 4, determine how similar it is to modern film, and show that it is a
accurate example of the state of modern video game development. While we will focus on Metal
5Konami. Metal Gear Solid 4: Guns of the Patriots. June 2008.
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CMS.S60
Understanding the Convergence of Video Game and Film Styles
Alexander Chernyakhovsky
achernya@mit.edu
Gear Solid 46, it is necessary to mention some of the predecessor games, both to understand the
relevance in the change of the story-line as well changes in mechanics.
Professional opinion of a video game is a great first source of analysis. Experts within the field
will offer an opinion, and do a significant portion of the hard work in assessing the value of the
entire piece. Since these domain experts are, by definition, domain experts, we must consider their
inherent biases. We assume that these domain experts will assert value in some scenarios where
the value is limited, so we must distrust their judgment in the absolute scale. That said, the value
judgment within the relative scale is likely valid. Therefore, we must also show that the absolute
value is accurate, which we can do by considering the biases of the reviewer and coerce them into
the media studies framework.
The review of Metal Gear Solid 4 by Jeff Haynes of IGN7 starts in a fairly typical style, de-
scribing the setting of the game-world.
The world of Metal Gear Solid 4 is quite a bleak one. In fact, in many ways, it’s
precisely the one that Solid Snake and Otacon have been hoping to avoid. Set six
years in the future, war and conflict are no longer a sporadic occurrence with hot spots
around the globe; instead, the entire planet is engulfed in constant battle.8
At the very opening, we see that the domain expert Jeff Haynes has instantly identified the unique
story-line aspect of the game, which reads as the paratext of a recent film. Without significant
effort, one could imagine a movie in which the main characters Snake and Otacon have to battle
against the dystopian universe they attempted to prevent. We could perform an experiment with a
sufficiently large group to see how much of the audience mistakes this game description for a film;
unfortunately we do not have the resources to do so at this time. We assert that such an experiment
would yield a statistically significant result.
7Jeff Haynes. Metal Gear Solid 4: Guns of the Patriots Review. IGN. June 2008. URL: http://www.ign.com/
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Understanding the Convergence of Video Game and Film Styles
Alexander Chernyakhovsky
achernya@mit.edu
Next, Haynes identifies that Solid Snake’s arsenal and methods has been massively expanded,
allowing the player to perform many more tactics than previously allowed9. This mostly focuses on
the addition of “CQC”, or “close-quarters-combat”, a massive extension of the previous hand-to-
hand combat system of the earlier Metal Gear Solid games. This allows the player to choose how
they approach a problem, giving them the option to be nearly silent through CQC combat moves,
or the tranquilizer gun, or even the more traditional run-and-gun. Although the Metal Gear Solid
series has always relied on stealth, the run-and-gun approach has always been an option, but with
varying levels of consequence. However, these choices do not affect the overarching story-line that
the player follows. Individual actions may result in certain bonuses, and make the game easier or
harder, changing the player’s experience; but the story progression is quite linear. The player must
guide Snake through the “levels” and complete the mission objective—which of course is natural
to Snake, as he is a soldier, everything is just a mission.
Some decisions are relatively major, affecting the difficulty of the campaign, but not the goals.
Hynes points out that
As you move throughout the various environments in the game, you’ll come across
different militia troops that are fighting the PMCs for control of their locations. Players
essentially are presented with two options in this situation: on one hand, players can
retain a lone wolf focus, proceeding on their own, fighting PMC and militia alike.
[...] On the other hand, they can attempt to gain the trust of these local troops by
fighting alongside them, attempting to gain their trust by attacking the PMCs. By
building a reputation as a freedom fighter that believes in their cause, the militiamen
will aid you in your mission, providing additional fire support during skirmishes and
even eliminating PMC soldiers for you.10
In allowing some sandbox aspects within the game, Metal Gear Solid 4 allows—no, encourages—
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CMS.S60
Understanding the Convergence of Video Game and Film Styles
Alexander Chernyakhovsky
achernya@mit.edu
players to take a unique approach to solving the puzzles and fights. The multidimensional aspect
of the linear narrative creates a connection between the player and the medium that cannot be
replicated with film, which provides the viewing audience with no choice. However, if the film
were to be extensible across media formats, this level of interaction would be achievable. However,
this requires that the film medium take on some aspects of video gaming, creating a universe
in which the audience has some choice. The integration of the game and the audience requires
significant nuance: if done poorly, the illusion is lost; but if done well, the audience is brought
even deeper into the fictional universe.
The level of integration between the player and Snake is actually a unique topic, as the Metal
Gear Solid series is famous for breaking the fourth wall. Most of the time, the player is addressed
as Snake, but certain interactions refer to the player as someone holding the controller. In Metal
Gear Solid, a certain boss battle could only be won by switching the controller from the first
port to the second. The level of interactivity and story-telling that is achieved by these actions is
unmatched by film. It is not possible for the fourth wall to be broken in a manner that is relevant
to all audiences, at least without resorting to gags.
Why are all of these techniques effective? How is it that Metal Gear Solid employs them in
novel ways? The only way to find out is to ask the creator, Hideo Kojima. In an interview with
The Guardian11, Kojima recollects that working in video games used to be seen as a low-class
position. It was such a low position that Kojima says “there wasn’t even a word in Japanese for
the job of game designer back then. I would lie at parties. I told people I worked for a financial
firm”12, just to maintain respect from others in society. From this we see that not only are the
video games considered craft or perhaps low art, but so are their creators. Kojima, however, was a
born story-teller13, and encouraged by his family to study film and be able to retell the story—he
11Simon Parkin. Hideo Kojima: video game drop-out. The Guardian. May 2012. URL: http://www.guardian.
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Understanding the Convergence of Video Game and Film Styles
Alexander Chernyakhovsky
achernya@mit.edu
was originally intending to become a film maker14. It is then absolutely no surprise that Kojima’s
immense story-telling ability is clearly visible through Metal Gear Solid.
In applying the litmus test, we have found that Metal Gear Solid 4 has an involved story-line,
developed by a film maker-turned-video game developer; an immersive universe within which the
player has an effect, although the universe sometimes spills over into our own; and a plot structure
in which the fate of the world is affected by the player–sufficiently nuanced. As for the issue of the
reviewer’s biases, we find that the evaluation is within the context of the space, but not obviously
so. Using the background knowledge that Kojima was originally intending to direct film, we find
that the review is comparable to film critics, and we resolve to accept the statements with less
skepticism. In essence, we find that the video game genres are expanding to be considered more
art-like and to receive the level of appreciation that film does, mostly outside of the devoted fan-
base.
Now that the tendancy of video games to become film-like has been established, through the
example of Metal Gear Solid 4, we must now evaluate how films are becoming more game-like.
For this analysis, we will attempt to find game-like elements within film, by examining film that
blatantly copies from video games (adaptations), as well identifying elements of film that were
transplanted from video games. Such elements would include viewer-influenced choice, which
would mostly be present in episodic films, such as TV shows, video game-like illusions of intera-
tivity, i.e., first-person scenes, and also storylines that involve video games at their core.
First, we will consider The Matrix15, in which there are multiple layers of universe and reality.
There is the reality of The Matrix, a computer-generated simulation of the world, and the Real
World. In essence, The Matrix is a video game in which the stakes are real: your life. Some of
the details that The Matrix presents can also be considered a social commentary on gamers: the
muscles that Neo must build up as he has never used them before are analogous to, but in reverse
15Andy Wachowski and Lana Wachowski. The Matrix. Film. Mar. 1999.
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CMS.S60
Understanding the Convergence of Video Game and Film Styles
Alexander Chernyakhovsky
achernya@mit.edu
processes, the atrophy of a video game addict’s body. Furthermore, the process of “jacking in”
to the Matrix is a very direct representation of the colloquial term for connecting to the internet
in that era. This is especially visible when considering the mechanism for leaving the Matrix, a
telephone. This directly makes sense, as online video games at the time would require a modem
link.
The Matrix is further interesting because it creates a world in which gamers can live, but sadly
has not produced a successful video game. It is unclear why this has occured, but speculation
points to the change in the original plot of the film, in which the justification for the existence
of the Matrix was to enslave humanity for the computational capacity ofthe brain, rather than the
electrical energy generation. This difference in intended plot and produced plot points to a level of
sophistication that changes the acceptance rates due to differing levels of suspension of disbelief.
It appears that the video game world was too connected to our own reality, while itself breaking
a rule of physics in the viewer’s reality, preventing a full immersion into the world outside of the
time period of a film.
While The Matrix is an allegorical video game, Star Wars: Episode I - The Phantom Menace16
contains a rather famous “pod racer” scene, which is also the subject of the video game Star Wars
Episode I: Racer17. This intense race scene is interesting positioned within the film, as it does
not have a significant plot purpose. It is, however, visually stunning, showing off the quality of the
computer-generated images and special effects. Many of the visuals focus on showing the intensity
of the race, and in some ways, portray the audience as having a connection, if not influence, on the
main character controlling the pod. It is entirely of no surprise that a video game which lets the
audience do exactly this exists! Here, we observe the synergistic effect between a compelling idea
well-presented in film and its actual implementation in a video game. In order to create interactivity
for the fan experience, the film incorporates elements that would make a good video game, and
16George Lucas. Star Wars: Episode I - The Phantom Menace. Film. May 1999.
17LucasArts. Star Wars Episode I: Racer. Video Game. May 1999.
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Understanding the Convergence of Video Game and Film Styles
Alexander Chernyakhovsky
achernya@mit.edu
also produces this video game. The resulting hybrid medium stands much more prominently than
the two components.
Another film-video game hybrid is the TRON18 series. An interesting aspect of the film is that
the main character is literally sucked into a computer, effectively becoming a participant in the
video game. Although not all aspects of the video game are included in the film, the most famous
of which is: the Light Cycles. Light Cycles are a futuristic/digital motorcycles, which leave a trail
of light; hitting this trail of light will will result in a crash. This game, and related moment in the
film, are iconic. Given the age difference between TRON and Star Wars Episode 1, we find that
the technique of synergy between video game and film is quite old, but still being perfected.
This synergy between these games and the films is not just coincidence. It’s as if the film
was designed to be played. In “The Meaning of Video Games”, Steven Jones19 describes how the
popular TV show LOST was influenced by video games to meet this exact design goal. Features
of LOST that a resemble a video game include
Along the way you encounter a series of unexplained phenomena: vices in the trees,
cryptic documents, films and videos left behind by previous inhabitants what seems to
be invisible monsters in the jungle and powerful anomalies of nature everywhere.20
Through these mazes and confusing puzzles, the audience can make theories and try to solve them
as they watch the characters do so on screen. Part of the experience of the film is the interaction
with other viewers, trying to guess the next move.
The notion of the interactive film is very different from the video game. An audience member
cannot directly manipulate the course of events in film like they can in a video game, but they can
interact with the universe that it creates through associated media and through the imaginations
of collective organization. What does this increased interactivity produce? It produces further
18Disney. TRON. Film. July 1982; Bally Midway. TRON. Video Game. 1982.
19Steven E. Jones. The Meaning of Video Games: Gaming and Textual Strategies. Routledge, Feb. 2009.
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Understanding the Convergence of Video Game and Film Styles
Alexander Chernyakhovsky
achernya@mit.edu
immersion, which contributed to the success of LOST, TRON, Star Wars Episode 1, and The
Matrix.
We hypothesized that there was a mututal attraction between film and video games, and have
shown that video games are becoming more high art through their increasing visual and narrative
intricacy. Additionally, we have found that the increased video-gamification of film, through the
creation of elements that deserve to be manipulated increases audience interaction. Specifically,
we find that this convergence is neither a coincidence, nor driven by the same reasons. As video
games work to be recognized as art, the creative directors such as Hideo Kojima will no longer be
forced to lie about their occupation to get respect. Nor is there jealousy involved on the part of
the film creator: the relationship is synergetic, attempting to actuate the audience, although for the
selfish reasons of profit. Of course, the audience benefits by getting the ability to experience their
content through transmedia transformations and connections.
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CMS.S60
Understanding the Convergence of Video Game and Film Styles
Alexander Chernyakhovsky
achernya@mit.edu
Works Cited
Disney. TRON. Film. July 1982.
Haynes, Jeff. Metal Gear Solid 4: Guns of the Patriots Review. IGN. June 2008. URL: http:
Interactive, Eidos. Tomb Raider. Video game. 1996.
Jones, Steven E. The Meaning of Video Games: Gaming and Textual Strategies. Routledge, Feb.
2009.
Konami. Metal Gear Solid 4: Guns of the Patriots. June 2008.
Lucas, George. Star Wars: Episode I - The Phantom Menace. Film. May 1999.
LucasArts. Star Wars Episode I: Racer. Video Game. May 1999.
Midway, Bally. TRON. Video Game. 1982.
Nintendo. Super Mario 64. 1996.
— Super Mario Bros. 1985.
Parkin, Simon. Hideo Kojima: video game drop-out. The Guardian. May 2012. URL: http:
Wachowski, Andy and Lana Wachowski. The Matrix. Film. Mar. 1999.
West, Simon. Lara Croft: Tomb Raider. Film. 2001.
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