Saturday, 28 April 2012

Games as Documentary



Today’s contextual presentation opened up an area I hadn’t really considered before when looking at games and this was their ability to act as a documentary. A documentary can be defined as:

“A work, such as a film or television program, presenting political, social, or historical subject matter in a factual and informative manner and often consisting of actual news films or interviews accompanied by narration.”
( http://www.thefreedictionary.com/documentary )
Now looking at games with this definition in mind it is hard to say that they are exactly a documentary, but they are close to it. For example the video game franchise: “Assassins Creed” utilises historical themes, people and places for which the player must interact within. However these are extensively researched to a similar level, if not more thorough than some documentaries:

Assassins Creed - Stunning Accurate recreations of its time period that have had serious historical research as the foundations
Assassins Creed Screenshot. Available from:
http://cdn4.digitaltrends.com/wp-content/uploads/2011/05/assassins-creed-scenery.jpg

“To make the Holy Land as historically accurate as possible we did our research in the first six months and designed at the same time. All the cities are roughly based on maps of the cities at the time. We found maps from the 200 years of the entire Crusade, of the Holy Land. We tried to recreate it, but they’re not perfect.” Patrice Desilets (Creative Director – Assassins Creed, 2007)

“We hired a historian who was an expert on the Third Crusade. The first thing I asked him to do was to get the biggest database of images possible for us. So he put together a presentation for the team, but also this bank of maps from the era, all of the city maps – masses of material that you couldn’t just find on the internet. Because he was a historian he had access to certain libraries and he scanned them in. He gave a presentation to us and gave everyone this great solid background…

…When we got to the phase of producing those cities and making them 3D, we hired other historians to get different perspectives, like Dr. Paul Cobb, from the United States, he is a specialist in the Third Crusade and he actually consulted on Kingdom of Heaven. So he reviewed our script for accuracy and also all of the 3D cities. We sent him videos within each city and he gave us comments on details like the buildings architecture, like “Oh this is great because it’s exactly like the souk looked pre-Ottoman style.

We also had another British guy, to get more of a European perspective, who is an expert on the third crusade. Actually he wrote a book about the battle of Arsuf in the year 1191: that’s how we found him. He’s a professor at Oxford and he did a review. He gave us detailed comments from his perspective too. That was pretty cool because we got comments back from both od them saying “ it’s clear that you guys went to Jerusalem… it’s exactly like being there”” And not one of the team actually went! We just got really good research material.”

Jade Raymond (Producer – Assassins Creed, 2007)

(Sourced from: Assassins Creed: Limited Edition Artbook (2007) Prima Games)


As can be seen from both of these quotations, the production of a video game can draw from rich and detailed information sources to create worlds for the player that are almost documentary like. From the visuals to the music, the developer aims to entirely immerse the player through the signifiers of the world.

But yet if one was asked “Is Assassins Creed a documentary?” the answer would be a no. This is because the narrative is fiction and the viewpoint of the player character is not a realistic one. Furthermore the construction of the world – while painstakingly focused on historical accuracy ultimately must bow to playability over its potential as a documentary of the world at that time period, after all Assassins Creed is a game and must be developed as such.

Does this mean that a video games ultimate goal of playability sacrifices its ability as a documentary? In Konami announced the release of a title a title called 6 days in Fallujah in 2009. The game itself was born from the developer’s Atomic working on Military tactical programs, before being asked by veterans to make their experience a game. In numerous interviews the developers stated their focus was on realistic depiction of the events that would in no way glorify the experience, but inform. However shortly after Konami announced the game, the uproar was huge, with many families and war veterans stating that it was too soon to begin creating a game about the war:


'It's much too soon to start making video games about a war that's still going on, and an extremely flippant response to one of the most important events in modern history. 'It's particularly insensitive given what happened in Fallujah, and I will certainly oppose the release of this game’ - Tim Collins OBE (Daily Mail, 2009)

The resulting backlash lead to Konami eventually backing out of the funding of the game, meaning the game has not been released. Now from a personal perspective I shall not take either ‘side’ of this pro/ anti six days in Fallujah argument, but what does intrigue me is how the controversy follows this ‘Game-umentary’ but yet not documentaries from film, television or written media sources on the Iraq War. Furthermore the subject of War in video-games is so much a common topic that often innovation is derived from games that avoid the subject; so why did 6 days in Fallujah capsize where Call of Duty thrived?

I think that the reason this happened is likely the recent and unpopular nature of the Iraq War in particular and most importantly:

a)      A game will ALWAYS have to sacrifice realism for gameplay otherwise it is no longer considered a game – at least in a conventional way. This leads to the argument that the game will lose its weight as a factual documentary.

b)      The Interactive nature of a game. The player makes the decisions and ultimately creates the outcome. A video game is immersive but this acts as a double edged sword in that it places more weight on every action.


(How I discovered about the Six Days in Fallujah controversy: )


(Six Days in Fallujah Stuff)

An Interview on the subject – also covering whether games could make good documentaries:



An interview with the game’s developer, a soldier who acted as a advisor and the mother of a child lost in that world.



Uproar over the Six Days in Fallujah




 http://www.dailymail.co.uk/news/article-1168235/Iraq-War-video-game-branded-crass-insensitive-father-Red-Cap-killed-action.html#ixzz1smdZrGpW

No comments:

Post a Comment