I have said this same exact thing a hundred times.dastardly said:There is no "down time." You see the characters in action, and they are built solely for that. You never see the hero without the weapon strapped to the side, because it's been an integral part of the character since conception--the character is a vehicle for the delivery of combat, not really a "character" in the literary sense.
I make a rule for myself as a writer. If I can't imagine one of my characters:
O) Taking a crap
O) Masturbating
O) Eating a sandwich
O) Preparing a sandwich
etc
I do not consider them to be a fully-formed character.
For example, I can imagine Solid Snake making a sandwich, taking a crap, smoking a cigar, watching a rerun of Die Hard and going to bed dog tired. I can also imagine him killing a man. Or letting a man live. I can imagine him changing a light-bulb. That is a fucking character. He's a multifaceted representation of certain characteristics which are realistic, relatable, and likable enough that I can impose them even on mundane tasks and they don't fall apart.
By comparison, I cannot imagine Master Chief making a sandwich. Or taking a crap. Or reading a book. I can't imagine Master Chief doing anything other than shooting things and making grim declarations, because Master Chief is not a fully-formed character: he's a space-armor-shaped cardboard cutout.
It's all about context. If you put a character in my world and throw some shit at him, you're throwing shit at me. I buy it. I want to see how this guy will react because, conceivably, that could be me.
If, on the other hand, you put a bullshit character in a bullshit world and ask me to buy it, I'm going to shrug indifferently. What the hell do I care what the Squibs say to the Dongles about the macguffin? Nothing. None of it applies to me. It doesn't matter.
Side note: Tarantino is a great example of taking bullshit formulas for worlds and bullshit archetypes for characters and turning them into real spaces and real characters I can care about. And how does he do it? They make sandwiches. They discuss films and music. They struggle to remember the names of celebrities. They argue over how well to tip at a restaurant.
But as far as the content of the article itself:
I agree that domestic spaces help to contextualize action. While Mafia 2 had some deep flaws, I thought a brilliant move was
burning my house down, and all the clothes and cars I'd spent the game acquiring with it.
or if, for example, I had been in the midst of the house as it burned down, forced to choose which armload of items I wanted to save most
Tying that plot swing into the central axiom of the game (find guys and shoot them) as a cathartic revenge mission only sweetened the deal. For the first time in that game, I actually wanted to go shoot up some wiseguys. After all,
THEY BURNT MY GODDAMN HOUSE DOWN!
It was that game's Moment To Take Note Of. And it mattered because I (and NOT Vito) had populated that space with shiny objects and lovely things. It was me. It was my own. It felt real.
And in the words of Peter Molyneux, "Once that's happened...I've got you "