{"id":8692,"date":"2019-01-08T09:26:23","date_gmt":"2019-01-08T17:26:23","guid":{"rendered":"https:\/\/www.rifters.com\/crawl\/?p=8692"},"modified":"2022-08-20T10:41:00","modified_gmt":"2022-08-20T18:41:00","slug":"the-weakest-link","status":"publish","type":"post","link":"https:\/\/www.rifters.com\/crawl\/?p=8692","title":{"rendered":"The Weakest Link."},"content":{"rendered":"<p>I first wrote the following back in 2014, one of my columns for Nowa Fantastyka.&nbsp; Such columns\u2014 generally a longer version of them, actually, since the NF pieces are limited to 6K characters including spaces\u2014 &nbsp;often make it onto the &#8216;crawl eventually.&nbsp; Apparently, though, &#8220;The Weakest Link&#8221; never did these past four years. It would still be languishing forgotten in the Polish archives if not for the fact that &nbsp;a) Nestor <a href=\"https:\/\/www.rifters.com\/crawl\/?p=8553#comment-49182\">asked my opinion<\/a> of &#8220;The Last of Us&#8221; on this very blog, a few days back, and b) the <a href=\"https:\/\/www.thelastofus.playstation.com\/#news\">hugely-anticipated sequel<\/a> should be coming out <a href=\"https:\/\/screenrant.com\/last-of-us-2-release-date-2019-rumors\/\">Any Time Now<\/a>, so a four-year-old column might not be so much dusty as retrospective.<\/p>\n<p>Besides, it&#8217;s not really <em>about<\/em> a single game anyway. It&#8217;s about all of them.<\/p>\n<p>It&#8217;s about the Future of Fiction:<\/p>\n<hr>\n<p>I&#8217;ve been writing video games for almost as long as I&#8217;ve been publishing novels. You can be forgiven for not knowing that; nothing written in my gaming capacity has ever made it to production<a href=\"#_ftn1\" name=\"_ftnref1\">[1]<\/a>. The usual course of events goes something like this: I work with a talented development team to serve up a kick-ass proposal. Over the following few months, the rest of the team disappears, one by one, under mysterious circumstances. Finally I get an email from some new Executive Producer I&#8217;ve never heard of, who praises my &#8220;terrific&#8221; work and tells me he&#8217;ll be in touch if they ever need my services again.&nbsp;<\/p>\n<p>They never do. Nothing I&#8217;ve worked on has ever made it to market unmutilated; characters flattened to cardboard, innovative aliens &nbsp;reduced to evil yoghurt, all subtlety and nuance and interpersonal conflict flensed away before, ultimately, being jettisoned altogether.<\/p>\n<p>And yet, after nearly two decades of false starts and dashed hopes, I still maintain that the future of fiction is interactive. Language, after all, is a workaround; one can marvel at the eloquence with which words might evoke the beauty of the setting sun, but no abstract scribbles of pixels-on-plasma could ever compete with the direct sensory perception of an <em>actual<\/em> sunset. &nbsp;This is what&#8217;s on offer by visual media of all stripes: the ability to convey <em>exactly<\/em>, with no doubt, no interpolation, no need to <em>guess<\/em>\u2014 what an alien world looks like, what your protagonist actually sees and hears (and before long, smells and tastes and feels as well).<\/p>\n<p>Add interactivity\u2014 the potential to not just read about heroes but to <em>be<\/em> them\u2014 and how could any mere novel compete? Written fiction was always a compromise, an artifact of the state of the art. Now that art has advanced to an immersive state that invites its aficionados to help invent the narrative instead of just observing it.<\/p>\n<p>Of course, for all the brilliance of games like <em>Half-life<\/em> and <em>Bioshock<\/em>, the flexibility of the narrative is an illusion. You don&#8217;t really invent the story; you just &nbsp;find your way through a preprogrammed maze, shooting aliens and mutants along the way. And while sandbox worlds like <em>Skyrim<\/em> and <em>Fallout <\/em>certainly deliver the feel of an open-ended, off-the-rails environment, isn&#8217;t it a bit unrealistic that people you were supposed to meet outside the castle at midnight are still waiting there to pick up the story, uncomplaining, even after you&#8217;ve ignored them for six months? Doesn&#8217;t Lydia&#8217;s conversational range look a bit limited after, oh, five minutes?<a href=\"#_ftn2\" name=\"_ftnref2\">[2]<\/a><\/p>\n<p>Just bumps in the road, thought I. They&#8217;d be smoothed out soon enough. For now it wasn&#8217;t possible to code realistic narrative complexity into a game that fit into the average Playstation, but surely all those constraints would recede further towards the horizon with every iteration of Moore&#8217;s Law. In another ten or fifteen years we&#8217;d have games that you could really <em>play <\/em>instead of just <em>solve<\/em>; characters who&#8217;d live and breathe and evolve dynamically, in meaningful response to the actions of the player.<\/p>\n<div id=\"attachment_8693\" style=\"width: 481px\" class=\"wp-caption alignright\"><a href=\"https:\/\/www.rifters.com\/crawl\/wp-content\/uploads\/2019\/01\/tlou.jpeg\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-8693\" class=\" wp-image-8693\" src=\"https:\/\/www.rifters.com\/crawl\/wp-content\/uploads\/2019\/01\/tlou.jpeg\" alt=\"\" width=\"471\" height=\"471\" srcset=\"https:\/\/www.rifters.com\/crawl\/wp-content\/uploads\/2019\/01\/tlou.jpeg 960w, https:\/\/www.rifters.com\/crawl\/wp-content\/uploads\/2019\/01\/tlou-150x150.jpeg 150w, https:\/\/www.rifters.com\/crawl\/wp-content\/uploads\/2019\/01\/tlou-300x300.jpeg 300w, https:\/\/www.rifters.com\/crawl\/wp-content\/uploads\/2019\/01\/tlou-768x768.jpeg 768w\" sizes=\"auto, (max-width: 471px) 100vw, 471px\" \/><\/a><p id=\"caption-attachment-8693\" class=\"wp-caption-text\">If you haven&#8217;t played this, you really have to. Even though you never really will.<\/p><\/div>\n<p>It took a game in which characters actually did live and breathe and evolve to make me see the folly of that belief. I&#8217;m talking about <em>The Last of Us<\/em>.<\/p>\n<p>On first glance, <em>The Last of Us<\/em> looks like just another generic post-apocalyptic survival shooter. Civilization has collapsed. There are zombies. Mortal injuries are magically patched up in mere seconds by &#8220;health kits&#8221; cobbled together from rags and bottles of alcohol. You scavenge a variety of weapons during your travels across a shattered landscape; if something moves, you shoot it. Yawn.<\/p>\n<p>On second glance, it&#8217;s fucking brilliant.<\/p>\n<p>To start with, the zombies aren&#8217;t zombies: they&#8217;re victims of a mutated strain of <em>Cordiceps<\/em>, a real-world fungus that does, in fact, rewire the behavioral pathways of its victims. Good people turn out to be bad; bad people turn out to be ambivalent. Cannibals and child-killers and sociopaths all have their reasons. The moral dilemmas are real and profound, and the relationship between the two protagonists is so nuanced, so beautifully realized in the voice-acting and the mo-cap, that it literally brought me to tears a time or two. And <em>nothing<\/em> brings <em>me<\/em> to tears, except the death of a cat.<\/p>\n<p>Only a video game so perfectly balanced, so emotionally involving, could convince me that video games will never be so perfectly balanced and so emotionally involving.<\/p>\n<p>All that wonderful character development, you see\u2014 all those jeweled moments that exposed the depth of Ellie&#8217;s soul, of Joel&#8217;s torment\u2014 aren&#8217;t part of the game. They&#8217;re cut-scenes, unplayable, noninteractive. I don&#8217;t think I&#8217;ve ever played a game with such extended cinematic interludes. Sometimes it takes control in the middle of fight, to ensure it plays out the way it&#8217;s supposed to.&nbsp; Sometimes the whole damn fight is a spectator sport, start to finish.&nbsp; (Sometimes I think they go overboard. At one point you lose the game if a secondary character gets killed\u2014 a character who dies anyway, during the cinematic that immediately follows.)<\/p>\n<p>These are human beings, you see, not Gordon-Freeman one-size-fits-all templates into which any player might pour themselves. They&#8217;re damaged creatures with their own personalities and their own demons. And <em>because<\/em> they&#8217;re fully-realized characters, we can&#8217;t be trusted to inhabit them. Oh, sometimes we&#8217;re granted a token nod to participation at vital moments\u2014 a prompt to trigger a bit of preprogrammed dialog, or the choice of whether to walk or run during the course of a conversation\u2014 but all that really does is rub our noses in how irrelevant our participation really is to the story being told. We can&#8217;t touch their souls; all we can do is move the arms and legs of these characters during those shoot-and-sneak intervals that come down to basic animal-instinct survival.<\/p>\n<p>And how else could it be? How could anyone entrust such complex creations to any doofus who slaps down forty bucks at the local games counter? How many players would be able to conjure up, on the fly, dialog worthy of these protagonists\u2014 even when Moore&#8217;s Law makes that a feasible option? How many could be trusted to keep their actions consistent with motives and memories that have twenty years of tortured history behind them?<\/p>\n<p>It&#8217;s not the technology, it&#8217;s the player. <em>We&#8217;re<\/em> the weak link. We always will be.<\/p>\n<p>Video games can be art.&nbsp; <em>The Last of Us <\/em>proves it better than any other title in recent memory; but the only way it could do that was to <em>stop being a game<\/em>. It had to turn back into a mere story.<\/p>\n<p>And that&#8217;s why I&#8217;ve changed my mind. Interactive may be the future of pop culture, but it&#8217;s not the future of fiction. Dungeons &amp; Dragons is a whole lot of fun to play, but a bunch of role-players making shit up as they go along are never going to craft the kind of intricately-plotted stories, the nuanced characters, the careful foreshadowing and layers of meaning that characterize the best fiction. I actually feel kind of stupid for not having realized that all along. The tech may get magical. The tech might get <em>self-aware<\/em>, for all I know. But until someone upgrades the <em>players<\/em>, we old-school novelists will still have jobs.<\/p>\n<p>They just won&#8217;t pay very well.<\/p>\n<hr>\n<p><a href=\"#_ftnref1\" name=\"_ftn1\">[1]<\/a> Well, except for <em>Crysis: Legion<\/em>, I suppose, but that wasn&#8217;t me. I was just channeling Richard Morgan.<\/p>\n<p><a href=\"#_ftnref2\" name=\"_ftn2\">[2]<\/a> Let me just insert a reminder that the only reason I do not cite the amazing <em>Witcher 3<\/em> here is because it hadn&#8217;t yet been released when I wrote this column.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I first wrote the following back in 2014, one of my columns for Nowa Fantastyka.&nbsp; Such columns\u2014 generally a longer version of them, actually, since the NF pieces are limited to 6K characters including spaces\u2014 &nbsp;often make it onto the &#8216;crawl eventually.&nbsp; Apparently, though, &#8220;The Weakest Link&#8221; never did these past four years. It would [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[13],"tags":[],"class_list":["post-8692","post","type-post","status-publish","format-standard","hentry","category-ink-on-art"],"_links":{"self":[{"href":"https:\/\/www.rifters.com\/crawl\/index.php?rest_route=\/wp\/v2\/posts\/8692","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.rifters.com\/crawl\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.rifters.com\/crawl\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.rifters.com\/crawl\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.rifters.com\/crawl\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=8692"}],"version-history":[{"count":5,"href":"https:\/\/www.rifters.com\/crawl\/index.php?rest_route=\/wp\/v2\/posts\/8692\/revisions"}],"predecessor-version":[{"id":10298,"href":"https:\/\/www.rifters.com\/crawl\/index.php?rest_route=\/wp\/v2\/posts\/8692\/revisions\/10298"}],"wp:attachment":[{"href":"https:\/\/www.rifters.com\/crawl\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=8692"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.rifters.com\/crawl\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=8692"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.rifters.com\/crawl\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=8692"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}