“We All Have Our Own Very Special Cravings around Here.”
“If you don’t have the brains or the guts for this assignment, give the controls to
someone who does!”
North American Sega CD box art.
The relationship between the games industry and the film industry is a curious, fascinating one. Video games have always taken cues from movies, and movies have more recently begun to take an equal measure of cues from games. They’re locked in fierce competition with one another for consumer dollars, and yet they have become increasingly codependent on each other. They are as unmistakably distinct entities as they are remarkably alike. However, amidst all these confusing contradictions, there are two undeniable facts: Movies that try to be video games suck, and video games that try to be movies suck. To be clear here, I’m not talking about “video games based on movies” or the reverse, since time has proven that at least an occasional good can come of those combinations. I’m talking about movies that try to emulate the game-playing experience and games that try to emulate the movie-watching experience.
For example: Zack Snyder’s 2011 film Sucker Punch tries its damndest to evoke the same feelings from viewers as they might get from progressing through a game, presenting each mind-numbing action scene as if they are progressively more difficult levels. The action itself is heavily game-inspired as well, with the impossibly coordinated protagonists pulling off sequences of choreographed fight movies and attacking what can only be described as their enemies “weak points.” For contrast, 2014’s The Order: 1886 serves as an example from the video game side. The developers (‘Ready at Dawn’) seemed to focus the majority of their efforts on “filmic presentation,” going so far as to force a 2.40:1 aspect ratio with the addition of non-optional letterboxing. Hell, there were even talks pre-release of the game being locked to a “cinematic” 24 frames per second, which they eventually realized was a very bad idea and raised to a more sensible 30. But the biggest problem with the game isn’t the result of any misguided technical aspect, but more to do with what feels like a lack of interactivity. The action feels passive, with far too many instances where your control is restricted to walking as you listen to characters rattle off dialogue; constantly giving and taking back control from you, until you’re left feeling like you never really had it to begin with. A quote from game director Dana Jan shines a light on this design approach:
“Gameplay is something that… it’s a game, we make games, we can’t get around it. We love games, but we also love telling stories, so I think story is always going to be at the top because it’s what we start with. It’s at the top of the pyramid and everything else supports that. I think it’d be more challenging to make a game for the gameplay’s sake, then try to make a story that fits in there.” – Dana Jan[1]
This approach seemed to translate to a game devoid of engaging gameplay or replay value, leaving mixed reviews and disappointed consumers to show for it. On the one hand, developers are entitled to approach game design however they choose to, and should be free to experiment with the medium as they please. On the other hand, isn’t the unique aspect of games as a medium that the audience is supposed to feel like they’re in control of something? By taking away or limiting that functionality, you’re putting players in a passive role, effectively daring them to compare your game to the movie-viewing experience you’re trying to evoke. As it turns out, the game often loses the battle in this matchup. But we shouldn’t need to keep running this experiment just to see the same result repeated and over again: The industry ran enough tests in the early-to-mid 90’s to last us a lifetime. The rise and fall of the FMV-powered “interactive movie” genre tells us all we need to know, and the lessons the industry can learn from it are the sort that remain relevant even as the medium continues to evolve.
If there’s one game that can be seen as emblematic of this era, it would have to be Digital Pictures 1992 release of Night Trap. For a game with so little to it in terms of – y’know – gameplay, there’s certainly a lot to discuss about it. In this article, we’ll try to touch on every aspect of it; including its production, reception, impact on the industry, and that one time an American Senator referred to it as “the nightmare before Christmas.” As if that weren’t enough, we get to talk about not one, but two instances where Nintendo made decidedly underhanded business moves. This article has it all!