
click to enlarge
While games have constantly made stabs towards artistry, success in that realm remains elusive. One of the largest obstacles is tricking the player into caring about a character which is known to be entirely virtual. It is too easy to ignore the pains of virtual characters that lack any human element, and recent sandbox games illustrate that point. Remorse is not something commonly felt while running over crowds of innocents in
Grand Theft Auto 4, but this is not surprising. The people roaming the streets may run, or scream, or (most likely) shout obscenities, but they are still nothing more than algorithms, reacting mathematically to all situations. Their faces are largely blank, and could just as well be covered by virtual paper bags.
GTA 4 is only one example of many. Another example would be the game Bioshock, a game trying hard to present itself as a shooter with some serious things to say. Bioshock's most memorable scene (SPOLIER ALERT) is the confrontation with Andrew Ryan, the villain who is central to the game's obligatory Big Plot Twist. But even in that vital scene, Andrew appears as no more than a mannequin. His facial expression is limited to smug and scornful as the player gradually murders him with a golf club, and while some of that might be attributed to Andrew Ryan's insanity, it is still difficult to swallow his mechanical response to the blows which he knows are coming. This is a barrier to feeling the full impact of a scene which is otherwise beautifully written and scripted.