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How Spec Ops the Line Condemns the Player: A Timestamped Excerpt from Games as Literature's Analysis

The whole video is worth watching, but this section in particular makes a better case than I've seen in other analyses: that the game condemns player involvement not by simply chastising the player for choosing to continue playing itself (as I've seen other analyses argue), but rather for carelessly and uncritically engaging with the power fantasy that games like this cater to.

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  • Considering it again, if the goal was to get the player to reflect critically about the sort of game they are participating of, then maybe laying on so thick on how the player, and solely the player, is at fault for pushing it to the end, is if anything counterproductive to that. Players of war shooters seeking a heroic fantasy don't exist in isolation, they exist in a culture that glorifies war and violence, with many parties that profit over it and/or want to incentive it.

    To borrow the metaphor, "Walker" really did follow "Konrad's" orders, every step of the way. The author may be absent but the constraints of the story and gameplay are already set, the player can't truly break free without disengaging, and they can't evaluate critically without being engaged.

    But the confrontation with Konrad, considering his and Walker's state, really suggests that they believe the issue is all in the players' agency and mindset, rather than the lack of a broader understanding. It claims that the player is at fault for "wanting to be a hero", no comment as to why they believe this is what a hero ought to be like, and what led them to believe that.

    • then maybe laying on so thick on how the player, and solely the player, is at fault for pushing it to the end, is if anything counterproductive to that.

      This is the argument I've seen many other creators make that I've never bought into. No one's going to stop playing a game they purchased just because the game is accusing you of being responsible for the actions of the characters within it.

      The argument that this creator is making, I think, is an assumption that if you are playing this game, then it's intrinsically because you're entertained by war shooters. Now that only really applies through a certain time period. Eleven years on from it's original release, the only people playing it for the past few years are likely doing so because of its reputation as a meta-critical narrative. But it was released into an environment saturated with similar games based on real locations and real conflict involving real people. And I don't think the intent was to target the player exclusively or even specifically for criticism, but rather that environment as a whole. Why was the industry uncritically making games glorifying violence inspired by real events (and Games as Literature does point out that the catalyst for this genre--MW4--was more cynical about its violence than the later games it inspired), and why were we enjoying them? And the response doesn't need to be, and really shouldn't be, "I should feel bad about this." The argument is that the response the developers seemed to be aiming for is something like "Am I being mindful about the way my enjoyment of this entertainment reflects or maybe even shapes my view of and interaction with the real world," if that applies to you. In other words: Do you feel like a hero?

      With this interpretation, I disagree that the developers believed the issue "is all in the players' agency and mindset." You're not being scolded for playing through this war shooter, you're being urged to reflect on why people play through these kinds of war shooters, especially when the violence (as is common for the genre) becomes increasingly militaristic and (arguably) carelessly nationalistic. I concede there's an argument to be made it's too heavy-handed with that message or too accusatory in the wrong direction, but that's just a risk for this type of art and is ultimately a subjective response.

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