The original announcement of the game only revealed the title and an ominous tagline on a black background: "Pull the Trigger. GUN." And, to someone immersed in the video game dialogue, how provocative is that?


It's horrific. It's not like in a video game where a blood decal appears on the bad guy's shirt and he peacefully ragdolls into a floppy pile. In games, if anything, shooting someone is simply about neutralizing them, not actually hurting them; enemies shot non-fatally don't express pain, and fatal wounds silence the target instantaneously. It's the sterilized version of the act. The ideal killing. And it happens a hundred times more in any given shooter game than in all the action movies of a year combined. Never has so little screentime been devoted to so much gun violence.
So the teaser for GUN held an enormous amount of promise. The title alone--GUN-- begs a game about the gun itself: about our relationship to it as entertainment consumers and game players; about the presence of the firearm in our society, about the implications and effects of gun violence, the power of the gun itself and the lives it affects. A deconstruction, an analysis, maybe even a meditation. A game that acknowledges all the things that shooters normally take for granted, and asks the player to consider them anew, through their own actions and decisions.
Then the tagline-- "Pull the Trigger"-- adds another layer of reflexivity to the prospect. In most shooter games, pulling the trigger is a foregone conclusion. The game begins with a gun in your hands, and never asks if you're going to fire it, but where and how often. Could GUN be a game wherein the gun itself is an element of the world that isn't grafted to the player's hand? Where the decision to even pick up a gun, much less fire it, is an actual decision, with gravity and import? In the vast majority of films, aside from such as Predator and Rambo 2, the simple act of picking up a gun is meaningful, foreboding, and dangerous. The entire dynamic of the film changes at that moment. This character might kill another person now. And an actual shooting-- again, in a film with humanity-- has impact and sobriety to it.
Consider the following scene from Taxi Driver: the climactic gun battle in the flophouse, immediately before the ending of the film.
In some ways, the setup is much like that of an urban shooter game: the heavily-armed lone hero storms a nest of criminal activity and cleanses it through the barrel of a gun. But unlike in a game, it's not "cool" or clean or fun. It's harrowing and bleak, filthy and gory and frightening. Only three people are killed, but the scene has more impact than all the combined hours of gun violence I've played out in video games this year. Why is that? Why do games only glorify the gun, without addressing the ugliness and the aftermath, or the compulsion to kill? Could this mysterious "GUN" game actually question our assumptions about the gun's role in the modern video game?

Hopefully, somewhere, the spirit of the game that GUN could have been is still alive, waiting. It's just too bad that the perfect title is already taken.
*note: images used are from Larry Clark's photo series Tulsa.
I really, really enjoyed this one. You have significant insight on the nature of gaming. The article is a bit ironic considering your recent project, though ;)
ReplyDelete-- brkl
I think the type of gameplay you describe is highly unlikely to occur in a commercial game, but, conversely, EXTREMELY likely to occur in a student project.
ReplyDeleteShooting has become such a casual game mechanic that I think it would be really hard to redefine its role in gaming, especially in an action game, without coming off as patronizing.
I suppose you could set a game in one of the first conflicts to use guns, then you get to "legitimately" reeducate the player: the gun is genuinely new and dangerous, and the player comes to respect and fear it. It's a tough balance, though: do you have this game that is all about what a gun is really like, and what is that, a simulation? Or do you have a normal action game where guns are treated realistically and so it's this arbitrary academic exercise that's fun for no one. Fortunately I am not Mr. Game Designer. I guess I am Mr. Tear Mr. Game Designer Apart.
Yeah, and it'll probably remain ironic for a while, considering my next project. But, maybe someday.
ReplyDelete