Escapism
Tuesday, March 30, 2010 at 12:18PM What defines escapism for me? Well, when sitting down to play a video game, it’s usually the ability to do things my way. To suffer the consequences and progress with failure as a lesson, that’s how I roll. Obviously a good game can consist of anything. My personal belief is that when considering immersive games, an experience should either accept and move forward with my failure/choices, or just not bother.
The games I’m referring to are two rival console exclusives that were released at more-or-less the same time in early 2010. They’re not small deals either, in fact they’ve both been pushed heavily by their publishers.
Mass Effect 2 and Heavy Rain are games that understand how to warrant real responses from players. After finishing both of these games, I was left with the sense that I had immersed myself in experiences that were entirely exclusive to me. I felt encouraged to approach each decision with clear criteria of the kind of person that I wanted my choices to reflect. This level of role-playing meant that the nature of my rewards – and ultimately my investment in the fiction – were emphasised even further. I didn’t choose to roleplay with these games, I was required to! Honestly, Dungeons and Dragons isn’t my bag. The most exciting thing about these two games is that they both use a different methodology to their design, yet achieve the same goals in emotional response.
I see Mass Effect 2 as the dark horse here. Whilst Heavy Rain was marketed and heavily featured as a personal gaming experience, Mass Effect 2 was generally perceived as your typical sci-fi adventure with blue people. Mass Effect pioneered a casual collation of all your decisions from previous games, interfacing the variables of your previous/current exploits to distil a story, one that’s exclusive to your actions. The way that this fit into an overall bigger picture and gameplay, was just so elegant.
I feel that all video games can learn from this to further realise gaming as a valid medium. The feeling of “hey, I’ve been here before, and I’ve left my mark on this world”, is something that should be utilised by all developers as a way of speaking to us in a way that really resonates.
Heavy Rain was more geared towards these “personal” ideas, and a little more broader with it’s strokes, but arguably a tighter experience. You can’t really rate them against each other, as they’re still totally different experiences. Perhaps a fun comparison would be to equate Mass Effect 2 to watching a whole season of Battlestar Gallactica, and Heavy Rain to watching Seven.
The area that both games completely nail is entrusting players with a sense of empowerment to make their own choice. RPG games are an old genre, but it’s rare for you to play a story-driven role and leave such a personal impact on the arc of the narrative. Both of these games are essentially ‘Choose Your Own Adventure’ novels, filled to the brim with characters holding severe psychological issues and conflicted beliefs. It’s your choice to decide who YOUR character is going to be, how they will fit into the incredibly well realised world, and how he or she will deal with their surroundings. And that’s probably the only similarity that these games share. Though, I’d like to argue that it’s their most defining characteristic. To break it down any further would just not do these games enough justice, they need to be played.
Game Development,
Heavy Rain,
Mass Effect 2 

