chineseroom
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« Reply #15 on: January 26, 2011, 11:47:48 AM » |
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I really like the distinction made between horror and terror by theorists like Noel Carroll. He talks about one being the fear of a body in the dark, the other of actually falling over the corpse and being confronted with it. Ironically, in these terms, games are really quite brilliant at horror, but quite bad at terror - and actually, I think Amnesia is unusually good at that. But then there is this other level, which is more (this sounds a bit like i'm a complete tosser, but), dunno.... spiritual vertigo. That there is no floor, and no walls, and just a void of empathy, of morality, of humanity.
Erk. That did sound bad. Anyway. The interesting thing if players were not contemplating themselves carrying out Daniel's actions is that if they are regular players, they do far worse on a regular basis. Have you played Prototype? Jesus, I got slaughter-ennui off that. Loved the game, just loved it in terms of a genuinely dark, dark story ("p.s. player, you're not a human being, you're a bioweapon, a virus who only thinks it's human because it's infected with the memory of the corpse it's stolen..." HELLO!?!?), and the parkour is fabulous, and the city is amazing, but it got to a point where I wasn't offended by ripping the skin/head/organs/feet off innocent civilians so much as just quite bored of it. And what would have been interesting would have been if the avatar had got bored as well, but that's another thing. So we have all of these incredibly horrific acts that are mainstream activities, not even one-offs but grinding, the minute-by-minute neccessities required to just get from one end of Central Park to another. So how do we get more extreme than that, or is that even an answer?
I guess what I'm saying is that it's really hard to project a genuine, deeper sense of empathy with the abuse of power, as abusing power in a safe environment is the bedrock of so many games. Powerlessness, on the other hand, Amnesia did spectacularly well. I like powerlessness as it fucks with the primal instinct of play. That you have power and you are rewarded for this power, and survival horror games work off a delay system where you defer the manifestation of the power and its reward, but the deal is we all know it's there. Start screwing around with that, and you are in less well-lit territory.
I'm rambling (not enough sleep) but this is great stuff...
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