Sunday, March 27, 2016

First-Person Gaming and The Photographer


Recently, I’ve been playing Campo Santo’s February 2016 release, Firewatch, a first-person exploration-based video game set in the Wyoming wilderness in the 1980s. I’m interested in approaches to narrative in video games, particularly in the techniques that games use to immerse and involve players in action, and some of the approaches used in Firewatch seem similar to those used in Guibert, Lefevre, and Lemercier’s The Photographer. The more that I think about it, video games and comics have significant elements in common, and some of those commonalities may help to explain why graphic formats are so effective at challenging mass-media stereotypes and assumptions.

For those that aren’t familiar with the game, in Firewatch, players experience the world through the perspective of Henry, a middle-aged man who has begun a job as a firewatch in a Wyoming state park as a way of escaping tragic elements of his life. Most of the game is spent guiding Henry through the park as he investigates a series of mysterious happenings, as well as selecting his walkie-talkie responses to his colleague, Delilah. Although players occasionally catch a glimpse of Henry’s hands and lower body, for most of the game, “Henry” is simply a role that the player inhabits, an avatar that stands in for the player’s own consciousness and presence in the game.


The sense of inhabiting an avatar is evoked extensively, too, in The Photographer through the use of photographs. Most of the photographs included the book are offered without explanation, and readers are expected to look closely and to make sense of what is being shown, to determine meaning without extensive guidance. At the same time, Didier’s representation in the rest of the book, gives a strong sense of his character, and while looking at the photographs it is difficult to avoid the sense of seeing through another’s eyes, of inhabiting another person and attempting to understand his thoughts. Often, while reading The Photographer, I felt that I was not only expected to create my own meaning for the photographs, but that I was also trying to puzzle out what these photographs meant for Didier, to develop a close understanding of his psychology and perspective.

This kind of reading promotes a strong sense of reader participation, the feeling that the reader is also, to a degree, present in the text, and closely aligned with the characters. Many games such as Firewatch use choice to create a similar effect. In selecting Henry’s actions (Will he respond flirtatiously to Delilah’s advances or will he be more standoffish? Which trail will he take on his trip to the lake?), the reader effectively becomes implicated in Henry’s story, and intricately involved in the world. Similarly, by asking readers to create meaning and by allowing them to make basic small choices while reading (Should I look at the images first or read the text? Do I examine the photo outlined in grease pencil before the others?), The Photographer, (and many other graphic narratives), involves the reader in the process of storytelling in a way that can immerse readers more deeply in the world than traditional text and that results in a deeper engagement with and connection to the subject.


A common stereotype of video games is that they distract players from the physical world in a way that can be harmful, by limiting physical activity, for example, or by inhibiting social connection. But what about the ways that gaming can encourage people to become intimately and empathetically involved with subjects that they might not encounter otherwise? It’s difficult not to be astounded by the natural beauty of the world in Firewatch, in a way that, I think, encourages players to pay attention and be moved by natural beauty in the real world. Similar approaches in graphic narratives can result in the same effect. By involving readers in the act of storytelling, as The Photographer does by encouraging readers to see the world through Didier’s eyes, and as many comics do by asking readers to make choices and to decipher the visual messages at work, graphic narratives may be uniquely capable of increasing empathy and altering perspectives in the same way that games are, by creating a deep sense of connection to and involvement with the subject of the narrative.

3 comments:

  1. As a comic creator and as a video game developer (you guys probably didn't know I did that too) I feel like the media comparison is definitly there, but they both can react very differently with the participants. Video games have a huge advantage over comics with their multi channeling decision making style of narrative. This gives players the psychological feeling of actually being the character. They become more invested in their outcomes and will work hard to get the results they want. This usually causes the stereotype you referred to with games where people can be swallowed up in their game world.
    Comics are similar but treat the reader very differently. The characters in a comic can be interesting and realistic but they can't rival a video games gifted control. Theyre innately at a disadvantage for emotional storytelling. Firewatch has a significant part of the game where the player finds a camera and takes their own photos of their journey. Those photos become much more impactful to them compared to shots from the photographer. I think this is because people develop a personal relationship with the game characters like an extention of self that doesn't develop in comics due to their lack of direct interactability.
    That's my opinion though!

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  2. Hi Juli! Thank you so much for bringing up video games--something I'm becoming increasingly invested in and love talking about. As far as comics vs. video games are concerned, I have to agree with HamsterBomb on that point. I just don't see the interactivity and customizability of some of the new open-world video games like Firewatch (which I correlate with my emotional involvement in them) having a rival in the medium of comics (though some are heading in interesting directions). I think the power of comics and graphic novels lies more in the possibility of passive interpretation (as it happens in more traditional writing forms) than in interactivity.

    What I wanted to add onto what HamsterBomb says about the perks of video games is their ability to distribute achievements relatively quickly to the real world, so that the player feels accomplished almost all the time. But that's something I actually also associate with comic books--this semester I found out that my favorite thing about the medium is its digestibility--I could finish any book this semester in a day and feel accomplished and satisfied at the end of reading--while retaining the possibility for depth.

    And I think you're right about the medium of comics' (and games) growing ability to counter assumptions. Doesn't Brenda say something about the comic medium being particularity political like every other class? I think that has to come from the image part of the mediums as opposed to the text-based content. Or maybe the tradition of writing without images is just used to doing it more subtly?

    Definitely getting Firewatch when this semester's over. Later!

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  3. Comparing comics/graphic novels to video games is definitely an interesting idea - both rely heavily on the combination of images and text, and first person perspective games (which seem to be dominating the market lately)resemble the positional relationship of the reader to the comics text. However, I agree with HamsterBomb that the element of player choices that actually effect the story lines of games puts the video game medium at a clear advantage over the comics medium in regard to active participation with the text. Of course, this is only true of the large sandbox type of games that have become more prevalent in recent years. Older games (even those with first person perspectives) still rely on a basically linear experience of the plot where player choices had little impact on the outcome of the story. In those games, the overall effect of the games were more comparable to comics. This makes me wonder if digital comics will eventually evolve to include more participant decisions - like choose your own adventures or hyper-fictions that include images with the text.

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