Extra Lives (2 page)

Read Extra Lives Online

Authors: Tom Bissell

BOOK: Extra Lives
13.73Mb size Format: txt, pdf, ePub

It is difficult to describe
Oblivion
without atavistic fears of being savaged by the same jean-jacketed dullards who in 1985 threw my
Advanced Dungeon & Dragons Monster Manual II
into Lake Michigan. (That I did not even play D&D, and only had the book because I liked to look at the pictures, left my assailants unmoved.) As to what
Oblivion
is about, I note the involvement of orcs and a “summon skeleton” spell and leave it at that. So: two hundred hours playing
Oblivion?
How is that even possible? I am not actually sure. Completing the game’s narrative missions took a fraction of that time, but in the world of
Oblivion
you can also pick flowers, explore caves, dive for treasure, buy houses, bet on gladiatorial arena fights, hunt bear, and read books.
Oblivion
is less a game than a world that best rewards full citizenship, and for a while I lived there and claimed it. At the time I was residing in Rome on a highly coveted literary fellowship, surrounded by interesting and brilliant people, and quite naturally mired in a lagoon of depression more dreadfully lush than any before or since. I would be lying if I said
Oblivion
did not, in some ways, aggravate my depression, but it also gave me something with which to fill my days other than piranhic self-hatred. It was an extra life; I am grateful to have had it.

When Bethesda announced that it had purchased the rights to develop
Fallout 3
from the defunct studio Interplay, the creators of the first two
Fallout
games, many were doubtful. How would the elvish imaginations behind
Oblivion
manage with the rather different milieu of an annihilated twenty-third-century America? The first
Fallout
games, which were exclusive to the personal computer,
were celebrated for their clever satire and often freakishly exaggerated violence.
Oblivion
is about as satirical as a colonoscopy, and the fighting in the game, while not unviolent, is often weirdly inert.

Bethesda released
Fallout 3
’s first gameplay video in the summer of 2008. In it, Todd Howard, the game’s producer, guides the player-controlled character into a disorientingly nuked Washington, DC, graced with just enough ravaged familiarities—among which a pummeled Washington Monument stands out—to be powerfully unsettling. Based on these few minutes,
Fallout 3
appeared guaranteed to take its place among the most visually impressive games ever made. When Bethesda posted a video showcasing
Fallout 3
’s in-game combat—a brilliant synthesis of trigger-happy first-person-style shooting and the more deliberative, turn-based tactics of the traditional role-playing video game, wherein you attack, suffer your enemy’s counterattack, counterattack yourself, and so on, until one of you is dead—many could not believe the audacity of its cartoon-Peckinpah violence. Much of it was rendered in a slo-mo as disgusting as it was oddly beautiful: skulls exploding into the distinct flotsam of eyeballs, gray matter, and upper vertebrae; limbs liquefying into constellations of red pearls; torsos somersaulting through the air. The consensus was a bonfire of the skepticisms:
Fallout 3
was going to be fucking awesome.

Needless to say, the first seven hours I spent with the game were distinguished by a bounty of salutary things. Foremost among them was how the world of
Fallout 3
looked. The art direction in a good number of contemporary big-budget video games has the cheerful parasitism of a tribute band. Visual inspirations are perilously few: Forests will be Tolkienishly enchanted; futuristic industrial zones will be mazes of predictably grated metal catwalks; gunfights will erupt amid rubble-and car-strewn boulevards
on loan from a thousand war-movie sieges. Once video games shed their distinctive vector-graphic and primary-color 8-bit origins, a commercially ascendant subset of game slowly but surely matured into what might well be the most visually derivative popular art form in history.
Fallout 3
is the rare big-budget game to begin rather than end with its derivativeness.

It opens in 2277, two centuries after a nuclear conflagration between the United States and China. Chronologically speaking, the world this Sino-American war destroyed was of late-twenty-first-century vintage, and yet its ruins are those of the gee-whiz futurism popular during the Cold War.
Fallout 3
’s Slinky-armed sentry Protectrons, for instance, are knowing plagiarisms of
Forbidden Planet
’s Robby the Robot, and the game’s many specimens of faded prewar advertising mimic the nascent slickness of 1950s-era graphic design.
Fallout 3
bravely takes as its aesthetic foundation a future that is both six decades old and one of the least convincing ever conceptualized. The result is a fascinating past-future never-never-land weirdness that infects the game’s every corner:
George Jetson Beyond Thunderdome
.

What also impressed me about
Fallout 3
was the buffet of choices set out by its early stages. The first settlement one happens upon, Megaton, has been built around an undetonated nuclear warhead, which a strange religious cult native to the town actually worships. Megaton can serve as base of operations or be wiped off the face of the map shortly after one’s arrival there by detonating its nuke in exchange for a handsome payment. I spent quite a while poking around Megaton and getting to know its many citizens. What this means is that the first several hours I spent inside
Fallout 3
were, in essence, optional. Even for an open-world game, this suggests an awesome range of narrative variability. (Eventually, of course, I made the time to go back and nuke the place.)

Fallout 3
, finally, looks beautiful. Most modern games—even
shitty ones—look beautiful. Taking note of this is akin to telling the chef of a Michelin-starred restaurant that the tablecloths were lovely. Nonetheless, at one point in
Fallout 3
I was running up the stairs of what used to be the Dupont Circle Metro station and, as I turned to bash in the brainpan of a radioactive ghoul, noticed the playful, lifelike way in which the high-noon sunlight streaked along the grain of my sledgehammer’s wooden handle. During such moments, it is hard not to be startled—even moved—by the care poured into the game’s smallest atmospheric details.

Despite all this, I had problems with
Fallout 3
, and a number of these problems seem to me emblematic of the intersection at which games in general currently find themselves stalled. Take, for instance,
Fallout 3
’s tutorial. One feels for game designers: It would be hard to imagine a formal convention more inherently bizarre than the video-game tutorial. Imagine that, every time you open a novel, you are forced to suffer through a chapter in which the characters do nothing but talk to one another about the physical mechanics of how one goes about reading a book. Unfortunately, game designers do not really have a choice. Controller schemas change, sometimes drastically, from game to game, and designers cannot simply banish a game’s relevant instructions to a directional booklet: That would be a violation of the interactive pact between game and gamer. Many games thus have to come up with a narratively plausible way in which one’s controlled character engages in activity comprehensive enough to be instructive but not so intense as to involve a lot of failure. Games with a strong element of combat almost always solve this dilemma by opening with some sort of indifferently conceived boot-camp exercise or training round.

Fallout 3
’s tutorial opens, rather more ambitiously, with your character’s birth, during which you pick your race and gender (if
given the choice, I always opt for a woman, for whatever reason) and design your eventual appearance (probably this is the reason). The character who pulls you from your mother’s birth canal is your father, whose voice is provided by Liam Neeson. (Many games attempt to class themselves up with early appearances by accomplished actors; Patrick Stewart’s platinum larynx served this purpose in
Oblivion.)
Now, aspects of
Fallout 3
’s tutorial are brilliant: When you learn to walk as a baby, you are actually learning how to move within the game; you decide whether you want your character to be primarily strong, intelligent, or charismatic by reading a children’s book; and, when the tutorial flashes forward to your tenth birthday party, you learn to fire weapons when you receive a BB gun as a gift. The tutorial flashes forward again, this time to a high school classroom, where you further define your character by answering ten aptitude-test-style questions. What is interesting about this is that it allows you to customize your character
indirectly
rather than directly, and many of the questions (one asks what you would do if your grandmother ordered you to kill someone) are morbidly amusing. While using an in-game aptitude test as a character-design aid is not exactly a new innovation,
Fallout 3
provides the most streamlined, narratively economical, and interactively inventive go at it yet.

By the time I was taking this aptitude test, however, I was a dissident citizen of Vault 101, the isolated underground society in which
Fallout 3
proper begins. My revolt was directed at a few things. The first was
Fallout 3
’s dialogue, some of it so appalling (“Oh, James, we did it. A daughter. Our beautiful daughter”) as to make Stephanie Meyer look like Ibsen. The second was
Fallout 3
’s addiction to trust-shattering storytelling redundancy, such as when your father announces, “I can’t believe you’re already ten,” at what is clearly established as your tenth birthday party. The third, and least forgivable, was
Fallout 3
’s Jell-O-mold characterization:
In the game’s first ten minutes you exchange gossip with the spunky best friend, cower beneath the megalomaniacal leader, and gain the trust of the goodhearted cop. Vault 101 even has a resident cadre of hoodlums, the Tunnel Snakes, whose capo resembles a malevolent Fonz. Even with its backdrop of realized Cold War futurism, a greaser-style youth gang in an underground vault society in the year 2277 is the working definition of a dumb idea. During the tutorial’s final sequence, the Tunnel Snakes’ leader, your tormentor since childhood, requests your help in saving his mother from radioactive cockroaches (long story), a reversal of such tofu drama that, in my annoyance, I killed him, his mother, and then everyone else I could find in Vault 101, with the most perversely satisfying weapon I had on hand: a baseball bat. Allowing your decisions to establish for your character an in-game identity as a skull-crushing monster, a saint of patience, or some mixture thereof is another attractive feature of
Fallout 3
. These pretensions to morality, though, suddenly bored me, because they were occurring in a universe that had been designed by geniuses and written by Ed Wood Jr.

Had I really waited a year for this? And was I really missing a cardinal event in American history to keep playing it? I had, and I was, and I could not really explain why. I then thought back to those two hundred hours I had spent playing
Oblivion
, a game that had all the afflictions of
Fallout 3
and then some.
Oblivion
’s story has several scenes that are so dramatically overwrought that, upon witnessing one of them, the woman I then lived with announced that she was revoking all vagina privileges until further notice. A friend of mine, another
Oblivion
addict, confessed to playing the game with the volume turned down after his novelist wife’s acid dinner-party dismissal of the time he spent “with elves talking bullshit.”

What embarrassed me about
Oblivion
was not the elves; it was the bullshit. Similarly, I was not expecting from
Fallout 3
novelistic
storytelling and characterization and I was absolutely not expecting realist plausibility. I happily accept that, in the world of
Fallout 3
, heavily armed Super Mutants prowl the streets, two-hundred-year-old rifles remain functional, and your character can recover from stepping in front of a Gatling gun at full bore by drinking water or taking a nap. All of which is obviously preposterous, but
Fallout 3
plays so smoothly that you do not even want to notice. Anyone who plays video games knows that well-designed gameplay is a craft as surely as storytelling is a craft. When gameplay fails, we know it because it does not, somehow, feel
right
. Failed storytelling is more abject. You feel lots of things—just not anything the storyteller wants you to feel.

What I know is this: If I were reading a book or watching a film that, every ten minutes, had me gulping a gallon of aesthetic Pepto, I would stop reading or watching. Games, for some reason, do not have this problem. Or rather, their problem is not having this problem. I routinely tolerate in games crudities I would never tolerate in any other form of art or entertainment. For a long time my rationalization was that, provided a game was fun to play, certain failures could be overlooked. I came to accept that games were generally incompetent with almost every aspect of what I would call traditional narrative. In the last few years, however, a dilemma has become obvious. Games have grown immensely sophisticated in any number of ways while at the same time remaining stubbornly attached to aspects of traditional narrative for which they have shown little feeling. Too many games insist on telling stories in a manner in which some facility with plot and character is fundamental to—and often even determinative of—successful storytelling.

The counterargument to all this is that games such as
Fallout 3
are more about the world in which the game takes place than the story concocted to govern one’s progress through it. It is a fair
point, especially given how beautifully devastated and hypnotically lonely the world of
Fallout 3
is. But if the world is paramount, why bother with a story at all? Why not simply cut the ribbon on the invented world and let gamers explore it? The answer is that such a game would probably not be very involving. Traps, after all, need bait. In a narrative game, story and world combine to create an experience. As the game designer Jesse Schell writes in
The Art of Game Design
, “The game is not the experience. The game enables the experience, but it
is not the experience.”
In a world as large as that of
Fallout 3
, which allows for an experience framed in terms of wandering and lonesomeness, story provides, if nothing else, badly needed direction and purpose. Unless some narrative game comes along that radically changes gamer expectation, stories, with or without Super Mutants, will continue to be what many games will use to harness their uniquely extravagant brand of fictional absorption.

Other books

Cuentos paralelos by Isaac Asimov
Killer Heels by Rebecca Chance
Burning Angels by Bear Grylls
Ascend by Ophelia Bell
The Apparition by Wayne Greenough
La mano de Fátima by Ildefonso Falcones