However, one can start on this debate by comparing Metal Gear Solid with an
earlier game of Kojima’s, and another game that appears in a Great Game article
here on Gamecritics.com, Snatcher. Snatcher succeeds in being a
narrative-driven game because the game is designed as a vehicle for the
narrative. That is, the gameplay itself is designed around advancing the plot through
in-game actions, meaning that you do not get the interruption of narrative flow
that takes place in Metal Gear Solid.
Even though
the use of cutscenes affects the overall experience of Metal Gear Solid as
an action game, it does allow for something not generally seen in video games,
which is conveying a message. Although gamers may have regarded the
anti-nuclear message as heavy-handed, it is remarkable that a game was made
with not only a coherent message, but a message grounded in our own reality. In
embedding a relevant message in a video game, Kojima proves that it is possible
to use video games as vehicles for expressing an artistic vision. That so few
games do so is an absolute crime and an insult to the intelligence of the
gaming public.
In the end,
it is a pity that the dualist nature of the game winds up damaging the
action-oriented experience of Metal Gear Solid, considering that the
game is also full of gameplay innovations. Aside from the development of the
espionage-style genre, Metal Gear Solid displays an impressive level of
causality—it still relies on a "key-fetching" style of advancement at times,
but the "keys" are just as often actions taken by the character, and the game
presents the puzzles in a logical manner, which is a welcome change from the
simplistic and nonsensical puzzles usually seen in video games.
But perhaps
the more revolutionary aspect of the gameplay is the self-knowing nature of the
interaction between the player and the game. That is, the game at times will display
the recognition of itself as a game in its presentation. It can be as simple as
the codec conversations referencing how the controller is used, or the characters
within the game interacting directly and implicitly with the hardware. For
example, the equation of psychic powers and the nature of time with the
hardware of the console itself in the battle with Psycho Mantis.
Referencing
the controls of the game within the game itself is not an unusual occurrence,
but the way that Kojima does so is unique. The information does not appear in
an obviously out-of-game context, a la the talking question blocks in Super
Mario World. Rather, the information is presented to you alongside plot
development in your conversations with other characters. Along with the moments
when characters reference and control the hardware of the console from within
the game, Kojima has included scenarios where characters within the game
interact directly with the hardware. Usually, the technique of making the
characters self-aware is regarded as an attempt to push back at or define the
medium while sabotaging the omniscient narrator, but this view is not
applicable to the video game world. The absence of the narrator and the lack of
tradition in the video game universe means that such efforts do not come across
as they would in literature or film. Rather, they are used as methods to
greater involve the player with the game, even though they remind the player
that it is a game, these methods are less obtuse than the usual in-game instructions,
and the novelty of these interactions excites and involves the player.
Another
aspect of this revolutionary design is the use of the codec conversations as a
hint system. At any time in the game, if the player feels stuck, they can call
various characters on their codec system. In almost every situation, one of the
characters will be able to provide you with information that will help the
player get through a situation
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that they might find difficult. This is another
great example of how Kojima has managed to take an out-of-game function and
imbed it in the gameplay in such a way that the player is not alienated from
the story.
Although Metal
Gear Solid is a conceptually flawed effort, it represents an attempted
revolution in the medium of video games. Obviously Kojima has proven that he
can make a game that challenges expectations, and is not afraid of making
design decisions that most development teams would find too ambitious. In the
case of Metal Gear Solid, Kojima might be too ambitious for his own good
with the use of frequent cutscenes, but the rest of the game is filled with
innovative design choices. It is a pity that these innovations have not spread
to other, more recent titles, especially considering the acclaim that Metal
Gear Solid deservedly received. The video game industry is one that is
especially devoid of people and companies willing to take chances. When a game
is made that revolutionizes and challenges concepts of video games, it deserves
special recognition. Even if Metal Gear Solid has aspects that make it
less of a complete masterpiece, it contains more than enough revolutionary
elements to make it a Great Game.
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