In games, however, there is often a more limited set of choices available to the player. Massively multiplayer online games offer a wide range of options, and non-MMOs usually have far fewer. When you're playing a first-person shooter, for example, regardless of the ostensible story, you are the gun, not an actual character with a personality. The question is, then, does it matter if you don't get to play as yourself? How important is the concept of identity in a game?
As mentioned in a previous edition of Big Ideas, it wasn't until the inclusion of named characters like Mario in Donkey Kong that narrative became an important facet of the gaming experience. Suddenly, we weren't just twitching to visual stimuli -- we were taking part in a story.
However, as much fun as it is to play as Link, or Sam Fisher, or Altair, the issue of immersion comes up time and again. One school of thought favors the idea that immersion is complete when the player is only in control of the mechanics of gameplay, and not in any actual decision making that relates to the story. It's as though the player is embedded in the psyche of the protagonist, looking out through the eyes of the main character, living vicariously through him/her. This lets the player fully appreciate the world that the game designer has built, because it's a managed experience -- the player only sees the pieces of that reality that the designer feels is important.
The other take on this concept is that it's only through the ability to make one's own choices that true immersion begins. It's only through interaction with an environment that we can truly feel a part of it. This can take many forms, from the ability to travel anywhere and see everything to the ability to talk with every NPC encountered. Regardless of which camp one belongs to, it's generally thought that actions have more significant impact when players feel a personal stake in the events at hand. But how to implement that sense of ownership?
When players can create and name their own avatar, choose from a list of conversational responses to any situation, and have full roaming freedom -- the "sandbox" model -- then yes, there is an opportunity for players to project themselves into the game, a digital stand-in for every action and impulse. The problem with that, however, is that it can feel, paradoxically, like even more of a managed experience. For a game's story to have any meaning, there has to be a definitive end, which means that the player must be herded to a certain extent to make sure they reach that point. At some stage, the control must be taken away from the player, or at least the range of choices narrowed, to ensure a satisfying denouement.
However, if the player has had, up until that point, full unfettered freedom, the sudden loss of that freedom can result in an unsatisfying experience. No one really likes being told what to do, and being herded isn't much fun when it's apparent that that's what's going on.
At the same time, though, people do like to be guided. That's arguably an important part of the video game experience -- it's not just about exploration, but about being shown something new, and many times that requires guidance. After all, if there is an overarching storyline, then events must proceed linearly, with a specific timeline. While the player may have freedom to wander within that timeline to an extent, each temporal milestone must be hit for the experience to work properly.
So, is it possible to offer players both a guided experience and full freedom of choice? And how does the concept of identity play into this?
One means to accomplish this "guided formlessness" is through the imposition at the outset of a particular class, race, or role. For example: if it's said outright that all Orcs are evil, then the player knows that to play an Orc is to roleplay an evil character. No matter the quest or storyline, the player will never be anything other than evil. Is there freedom within that context? Yes and no. One might be offered the option of being less evil, the "noble savage" template. On the other hand, the ability to commit evil with wanton abandon offers a kind of freedom itself.
Then there are games like Fable and Black and White. These titles offer the player a choice between moral extremes with visual representation of the turn toward good or evil. There is arguably more freedom in these games, as the player may choose to follow the path of virtue or vice. But even then, the player is taking the role of the character, not truly playing themselves.
So where is the true path to self-representation in games? Will we have to wait until games have reached the point where the real world may be modeled so truly that the game world is indistinguishable from reality, complete with realistically-acting characters, and the entire range of choices open to every player? Will games still be fun when every action has a realistic consequence? Wouldn't that take away the fun of playing against your own situation? Perhaps video games were never meant to represent the player, instead allowing people to try out new masks to feel for themselves what it might be like to be different for a while. And in that difference, valuable lessons may be learned, influencing future behavior for good or ill. Maybe if we can begin thinking of ourselves as characters with a game to win, we can begin to truly understand our purpose in life.




Being both a gamer and a philosophy student, I have to say that this article is shallow in both departments. Fable and Black and White do not allow a lot of freedom, except of a cosmetic sort. The consequences of roleplaying in most manichean or (pardon the pun) Black-and-White videogames are just not far-reaching or realistic enough: you don't play as the chaotic evil rogue because you identify with that character (often quite the opposite), but to find out how that changes the game as opposed to the lawful good Paladin. Not much, IMO. I myself play almost all RPG's twice to get both endings, and often the Evil option feels seriously contrived: it is always obvious why you should be the good guy, and there is never any attraction to the evil side: temptation never enters into it. Very few games allow you to make more nuanced choices than "save the world"/"rule the world". Deus Ex and the Witcher did a very good job in this department: each ending was "good" from some ethical point of view. This is an alternative that more games should consider.
In terms of immersion, the games that have captivated me the most are those with very dramatic linear story arcs. Choice is so free of consequence in most sandbox games, that I often feel more like an empty vessel, all potential and no form. To parafrase Harry Frankfurt (badly): our Identity does not lie in being able to want everything, on the contrary, it lies in the boundaries of what we can want. I am myself because I cannot bring myself to want to kill another person (among other things). If I were to lose this inhibition, this limit to my will, I would no longer be the same person.
A single game comes to mind in which no real choices can be made, but immersion is complete: the Half Life saga. Gordon Freeman does not speak at all, never does anything that the player does not control, and the player only sees what Gordon sees. As such, the player is never taken out of the body and mind of Gordon Freeman. And yet, there is no freedom. At every turn, Gordons freedom of movement is limited. Unlike in other games, a suitable deus ex machina is presented to fill this plot hole. I feel what Gordon feels not because he is like me a a character, but because of the way I am related to him as a player: I did not create him, and do not choose his path. I experience what he experiences, and he never does anything to differentiate himself from me: he isn't funnier or more heroic than me; during the game, I am Gordon Freeman. Identification has nothing to do with choosing a face or name, or even career: people often identify with themselves, even if they haven't chosen their identity.
Posted at 11:06PM on Aug 19th 2008 by Tim