The greatest stories ever played

Can video games combine strong narratives with actual play? Phil Hartup examines the contenders.

When Spec Ops: The Line appeared to a somewhat muted fanfare it didn’t look like much more than another Call of Duty wannabe in a third person view. At first it all feels like Gears of War reborn in a ruined Dubai, our hero dutifully shooting Islamic insurgents, presumably to stop them constructing some kind of Muslamic Ray Gun, shrugging off multiple gunshot wounds and exchanging cheerful banter with generic macho sidekicks. It is only once you get into the belly of the game that you start to realise that this is no ordinary story of good guys and bad rather that it is a subversive work of art not merely in terms of its content and narrative, but in how that narrative is delivered.

To summarise the plot of Spec Ops: The Line is not easy without spoiling it, and it really should not be spoiled, it should be experienced. Suffice it to say that it turns a run and gun action game into a painful descent into guilt and madness, at the same time examining the very nature of linear gaming. Spec Ops: The Line shatters the gaming trope that if you meekly kill everybody you are told to kill you can make everything right.

But here we come to the problem of Spec Ops: The Line, and it is one shared by almost every other game that has ever attempted to take a mature approach to storytelling: it is a game. When you choose to tell a traditionally structured story through a video game you need to make it, well, gamey. Games need something to do to stop them simply being a movie and this activity tends to be violent, which in turn can undermine the human elements. Max Payne 3 for example could have been a great story but for the body count. Heavy Rain tried to go in a different direction by turning elements of the story that were not violent into gameplay and this largely succeeded, but it hasn’t caught on. Too often a developer will reach for the small army of goons and have you shoot your way through them for no better reason than to delay the ending.

This problem is writ large in Spec Ops: The Line, where the very real emotional and psychological foundations of the tale are played out alongside cartoonish violence. There is a case to be made that Spec Ops: The Line is aware of that dichotomy and is toying with it, a satire of the Call of Duty military war-porn genre. But taking things to that level of analysis does little to mitigate the fact that while you are playing it and shooting your way through an entire US Army battalion, you get bored. You want the gunfire to stop and the story to start again. Challenge becomes chore and from a game design perspective this is a serious problem.

This flaw is inherent to linear gaming narratives. If the story is already set in stone then two symptoms develop in the game, firstly the actual act of playing the game becomes simply filler, busy work, to increase the run time of the game and secondly the story itself has to somehow acknowledge your actions during play in a credible sense. It is this last symptom that so cripples the story of Max Payne 3. Anything the plot has to say feels a bit like a footnote after you’ve cut a swathe through Sao Paulo like Godzilla on roller skates.

Thankfully not all games suffer this flaw. Skyrim benefits from the fact that not only does it have an open world; it also has an open story. There are linear quest chains in the game with pre-planned narratives but the degree of control in how you approach them is so complete that you can choose to not approach them at all. Don’t want to save the world? No biggie. Get married and build a little house in the mountains.

This ability to write your own story has been around almost as long as video games themselves. Elite for instance gave the player a spaceship, a laser, the ability to buy and sell goods and a populated galaxy to fly around in. It is also telling that The Sims has become one of the most popular game series in history by providing what basically amounts to a digital Lego set. Likewise, the phenomenon of Minecraft saw millions of eager gamers eschew a predetermined narrative for the simple joys of digging holes, building houses and getting chased around a procedurally generated world by exploding cacti. Every time you start a new game the story turns out differently.

If there is ever to be a truly great story in a video game perhaps this is where it will be born, in a dynamic sandbox environment, birthed out of the consequences and creativity of player actions rather than on the storyboard of a studio developer.

A screenshot from Spec Ops: The Line. Photograph: ryjek.net

Phil Hartup is a freelance journalist with an interest in video gaming and culture

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The Tinder dating app isn't just about sex – it's about friendship, too. And sex

The lines between sex, love and friendship are blurrier than ever, as I found out quickly while using the app.

The first time I met someone using Tinder, the free dating app that requires users to swipe left for “no” and right for “yes” before enabling new “matches” to chat, it was an unqualified success. I should probably qualify that. I was newly single after five years in a committed relationship and wasn’t looking for anything more than fun, friendship and, well, who knows. A few weeks earlier I had tried to give my number to a girl in a cinema café in Brixton. I wrote it on a postcard I’d been using as a bookmark. She said she had a boyfriend, but wanted to keep the postcard. I had no date and I lost my page.

My Tinder date was a master’s student from Valencia called Anna (her name wasn’t really Anna, of course, I’m not a sociopath). When I arrived at the appointed meeting place, she told me I was far more handsome IRL (“in real life”) than my pictures suggested. I was flattered and full of praise for the directness of continental Europeans but also thought sadly to myself: “If only the same could be said about you.”

Anna and I became friends, at least for a while. The date wasn’t a success in the traditional sense of leading us into a contract based on exclusivity, an accumulating cache of resentments and a mortgage, but it had put me back in the game (an appropriate metaphor – people speak regularly of “playing” with the app).

According to Sean Rad, the co-founder who launched Tinder in late 2012, the service was invented for people like me. “It was really a way to overcome my own problems,” he told the editor of Cosmopolitan at an event in London last month. “It was weird to me, to start a conversation [with a stranger]. Once I had an introduction I was fine, but it’s that first step. It’s difficult for a lot of people.” After just one outing, I’d learned two fundamental lessons about the world of online dating: pretty much everyone has at least one decent picture of themselves, and meeting women using a so-called hook-up app is seldom straightforwardly about sex.

Although sometimes it is. My second Tinder date took place in Vienna. I met Louisa (ditto, name) outside some notable church or other one evening while visiting on holiday (Tinder tourism being, in my view, a far more compelling way to get to know a place than a cumbersome Lonely Planet guide). We drank cocktails by the Danube and rambled across the city before making the romantic decision to stay awake all night, as she had to leave early the next day to go hiking with friends. It was just like the Richard Linklater movie Before Sunrise – something I said out loud more than a few times as the Aperol Spritzes took their toll.

When we met up in London a few months later, Louisa and I decided to skip the second part of Linklater’s beautiful triptych and fast-track our relationship straight to the third, Before Midnight, which takes place 18 years after the protagonists’ first meet in Vienna, and have begun to discover that they hate each others’ guts.

Which is one of the many hazards of the swiping life: unlike with older, web-based platforms such as Match.com or OkCupid, which require a substantial written profile, Tinder users know relatively little about their prospective mates. All that’s necessary is a Facebook account and a single photograph. University, occupation, a short bio and mutual Facebook “likes” are optional (my bio is made up entirely of emojis: the pizza slice, the dancing lady, the stack of books).

Worse still, you will see people you know on Tinder – that includes colleagues, neighbours and exes – and they will see you. Far more people swipe out of boredom or curiosity than are ever likely to want to meet up, in part because swiping is so brain-corrosively addictive.

While the company is cagey about its user data, we know that Tinder has been downloaded over 100 million times and has produced upwards of 11 billion matches – though the number of people who have made contact will be far lower. It may sound like a lot but the Tinder user-base remains stuck at around the 50 million mark: a self-selecting coterie of mainly urban, reasonably affluent, generally white men and women, mostly aged between 18 and 34.

A new generation of apps – such as Hey! Vina and Skout – is seeking to capitalise on Tinder’s reputation as a portal for sleaze, a charge Sean Rad was keen to deny at the London event. Tinder is working on a new iteration, Tinder Social, for groups of friends who want to hang out with other groups on a night out, rather than dating. This makes sense for a relatively fresh business determined to keep on growing: more people are in relationships than out of them, after all.

After two years of using Tinder, off and on, last weekend I deleted the app. I had been visiting a friend in Sweden, and took it pretty badly when a Tinder date invited me to a terrible nightclub, only to take a few looks at me and bolt without even bothering to fabricate an excuse. But on the plane back to London the next day, a strange thing happened. Before takeoff, the woman sitting beside me started crying. I assumed something bad had happened but she explained that she was terrified of flying. Almost as terrified, it turned out, as I am. We wound up holding hands through a horrific patch of mid-air turbulence, exchanged anecdotes to distract ourselves and even, when we were safely in sight of the ground, a kiss.

She’s in my phone, but as a contact on Facebook rather than an avatar on a dating app. I’ll probably never see her again but who knows. People connect in strange new ways all the time. The lines between sex, love and friendship are blurrier than ever, but you can be sure that if you look closely at the lines, you’ll almost certainly notice the pixels.

Philip Maughan is Assistant Editor at the New Statesman.

This article first appeared in the 26 May 2016 issue of the New Statesman, The Brexit odd squad