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Metal Gear Solid 4 - And why it's so rare to find such tragic games.

Gothic Girl | June 25, 2008 | News | Playstation 3 
Kotaku's Stephen Totilo was recently interviewed by the New York Times for the paper's weekend story on Metal Gear Solid 4. Totilo brought up a very interesting point regarding the sadness and tragedy of Metal Gear Solid 4 and why it's so rare for games to stir such emotions in gamers.


minor MGS4 spoilers:
There was one MGS4 idea that we hadn't discussed that I thought was deserving of an NYT spotlight: How sad the game is. And how rare it is that we get a chance to play a sad game.

quote
So it was a bit strange when the first major MGS4 trailer premiered a few years ago and culminated with Old Snake finding a quiet spot of the battlefield away from the gunfire an placing the barrel of a pistol in his mouth. That's what feels so unusual about MGS4 even compared to the other MGS games. This is a sad story, one that feels destined to end in defeat. Snake is aging and dying. He's literally become toxic to the people around him. And his back hurts. (Which you'll see him clutch in pain if you let him crouch too long). MGS4 is the rare effort of video game blues and tragedy. Gamers are used to being asked to save the day and be the hero. Metal Gear Solid 4 is so unusual in that it's the rare game that asks them to be interested in something else: a march toward defeat, an interactive tragedy. That's what feels novel. And, like I said, it's still a challenge to parse the value of novelty from any sense of how the work will hold up in the long term.

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  • 3 thumbs!
    JayCat | June 25, 2008
    it's interesting: reading the comments for the original article, people are getting a bit confused between tragedy and a sad story.

    Why are there no real tragedies in games? Cause it's *hard* to write a tragedy. Yes, you can have a band of soldiers where one or two die heroically, but that is not a tragedy. Tragedy features the tragec figure: the hero with one flaw that brings him or her down. Anyway: enough of the mini-english class.

    Point being: Wait for it. It will happen. We will start to get more and more true adult, well written games when a few things fall into place. A) writers have to learn how to really write for interactive media. I mean it's still a new art form, and it has it's own challenges. B) when studio heads "get" the fact that a more cerebral story is going to sell. C) when gamers can show that we are really ready for a well written, innovative and yes, tragic story.

    Fantastic find!

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