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In direct contrast to films, video games are inherently an active experience. Unlike
film, a player is invested in a video game because of the interaction between
the medium and the player. In games like Metal Gear Solid, with only one
playable character, the
player becomes invested in the actions and survival of
the character. When someone is playing video games and the game character dies,
and the player is asked what happened, they reply "I died", not "Snake/Q*Bert/the
Ikari Warrior died". The act of pressing buttons on the game controller and
having the character onscreen engage in actions is the act that involves the
player with the game. This is why poorly implemented controls are incredibly

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frustrating. If the player is to become involved with the fate of the character
though control of the character, it is imperative that the game be responsive
and predictable to the player; otherwise the illusion of control, and the
attachment to the character, is shattered.
What one
finds in Metal Gear Solid is a gaming experience that switches between
an entirely active experience and an entirely passive experience. The result is
an unsettling mixture of quick and precise actions performed by the player,
followed by long periods of inactivity while the game advances the plot. This
experience has been decried as being boring and essentially unsatisfying. This
is because there is a certain expectation attached to the experience offered by
video games. As fellow critic Brad Gallaway noted on the Gamecritics message
board:
"To only tell a narrative is pointless, but if you can tell it while keeping
the player involved, engaged and entertained.. then that's worth it."
There is an
important implication here, and that implication is that narrative is insufficient
to carry a video game on its own, and that the gameplay must be at least
competent in order for the player to be involved. In Metal Gear Solid,
large sections of the game are devoted completely to narrative. Because of the
expectations players have of video games, the lack of gameplay, defined by
interaction with, and control over the game, disengages the player from the
character. The investment in the story that Kojima is working towards is
sabotaged by his own narrative device. We can observe this problem in the shots
where Kojima
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presents material which could not be seen or known by the
character. Although this helps create motivations and thus greater complexity
for characters other than Snake, it can only help reinforce the detatchment of
the player from Snake himself.
The problem
with Metal Gear Solid is a problem of presentation and expectations. By
attempting to revolutionize the presentation of the narrative in video games by
using film techniques, Kojima breaks up the expected ‘flow’ of gameplay,
causing dissatisfaction in the player. It is not that the cutscenes are not
well-realized or well-conceived; it is that the perception of the nature of video
games does not allow for extended and frequent passive experiences. The
question then becomes: is it inherent in video games that the player can become
invested in the game only through actively doing? Or is it rather our
expectations of video games that preclude our becoming invested through
non-active experiences? Unfortunately,
answering these questions is beyond the scope of this article.
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