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Editorial Entertainment Games

The Player Is and Is Not the Character 152

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.'"
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The Player Is and Is Not the Character

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  • Really.... (Score:2, Informative)

    by Darkness404 ( 1287218 ) on Wednesday November 26, 2008 @12:24AM (#25895751)

    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.

  • Two fourth walls (Score:3, Informative)

    by coppro ( 1143801 ) on Wednesday November 26, 2008 @12:43AM (#25895871)
    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)).
  • Re:idle (Score:2, Informative)

    by Anonymous Coward on Wednesday November 26, 2008 @12:59AM (#25895983)

    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.

  • Re:A rebuttal in (Score:2, Informative)

    by shentino ( 1139071 ) <shentino@gmail.com> on Wednesday November 26, 2008 @01:10AM (#25896039)

    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.

  • by Veggiesama ( 1203068 ) on Wednesday November 26, 2008 @02:16AM (#25896401)

    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).

  • Re:Really.... (Score:3, Informative)

    by Hahnsoo ( 976162 ) on Wednesday November 26, 2008 @04:10AM (#25896999)
    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.

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