Opinion: Grim Fandango And Diegesis In Games
Link:http://www.gamasutra.com/view/news/21172/Opinion_Grim_Fandango_And_Diegesis_In_Games.php
Like the radio playing 'Still Alive' in Portal, "diegesis" means music,
titles and other effects seen both by the audience and the fictional characters
in films -- Gregory Weir examines the concept in LucasArts' Grim
Fandango, suggesting it has fascinating applications for
games.]
In video games, there is a division between the world
inhabited by the game's characters and the representation of that world to the
player. The game environment, world objects, and most sound effects and dialogue
exist in the game world; that is, they can be perceived by characters.
Other elements, such as most background music, loading screens, and
subtitles, exist outside of the game world. They are part of the narration of
the game, and help to provide the player with information or emotion that is not
necessarily apparent to the characters of the game.
The film world calls
this concept "diegesis." This is most easily explained in relation to music. If
a film's music comes from a source inside the world of the film, like
Casablanca's piano-playing Sam, it is said to be diegetic.
The dramatic music that plays over a James Bond action scene, however,
cannot be heard by Bond; it is non-diegetic. Video game music can be
looked at in the same way; Super Mario Bros.'s earworm background music
is decidedly non-diegetic, but when the player comes across a radio in
Portal playing a Latin version of "Still Alive," that music is diegetic.
The player character Chell can hear it just like the player
can.
Diegesis In Games
The concept of diegesis
applies to more than just music, of course. HUD elements can be non-diegetic or,
as in Metroid Prime or Star Wars: Republic Commando, incorporated
into the player character's helmet and therefore diegetic.
Metroid
Prime, in fact, plays with diegesis via the game's very interface. By using
the X-Ray Visor, it becomes clear that while the player selects Samus's weapons
with the C Stick, Samus herself chooses weapons by moving her fingers into
various positions.
One work that pays particular attention to the concept
of diegesis is LucasArts's 1998 game Grim Fandango. The game creates a
very cinematic atmosphere by dispensing with many non-diegetic elements.
Playing the game feels very much like watching a film noir piece due in
part to this decision. By looking at how Grim Fandango handles diegesis,
we can see how this concept can be used in video games.
Grim
Fandango's Design Decisions
Grim Fandango is the
successor to a long line of adventure games put out by LucasArts. All of the
company's previous titles use the SCUMM engine, where the player controls the
game with a mouse cursor, choosing verbs for the player character from a list or
a "verb coin." Clicking on the ground moves the character, and the character's
inventory of held items either occupies a portion of the screen or is visible
via a secondary screen.
Grim Fandango, however, is based on a new
engine. The GrimE engine, as used in this game, has no visible verb list, no
mouse cursor, no inventory screen, and no hover text for world objects. Instead
of clicking to move the main character, Manny Calavera, the player steers him
with the keyboard.
Interactive objects are indicated by Manny turning
his head to look at them as he moves. The non-diegetic inventory screen is
replaced by a close-up view of Manny's jacket, where he takes out various
objects as the player flips through his collection, putting each item away
before taking out the next.
This design decision has clear advantages.
The lack of non-diegetic screen elements encourages player immersion by making
the game world seem less artificial, and the inventory system does a similar
thing by ensuring that every player action, even that of searching through the
inventory, represents an action taken by Manny.
Additionally, the
gameplay looks more cinematic, which reinforces the game's connection to its
film noir inspirations. The game almost feels like playing a CGI noir
film.
The Downsides Of Diegesis
However, the
diegetic elements have their downsides. The movement system is often more
awkward than the simple click-to-move approach, and Manny's gaze is a less
useful indicator when he is near multiple interactive objects.
The
one-item-at-a-time inventory system creates the most problems; at some points in
the game, Manny is carrying a large number of things, and scrolling through them
all can be annoying, with the amount of time it takes for Manny to remove each
item from his jacket and describe what it is.
There are still several
non-diegetic elements left in the game. The conversation system is a notable
exception to the immersive interface. When Manny speaks to someone, Grim
Fandango presents a rather standard conversation tree interface, with
visible options that the player can scroll through and pick from. It's
understandable why the developers made this choice.
A diegetic
alternative could be created, maybe letting Manny think about various topics in
his head and mumble the options to himself, but this would probably be even more
awkward than the inventory system... and would make Manny's character much more
tongue-tied and socially awkward.
The other major non-diegetic element is
the music. Most of Grim Fandango's music is non-diegetic; generally, the
wide array of jazzy tunes don't come from an in-game source. This is in keeping
with the cinematic feel of the game.
While the music seems to work
against the player's suspension of disbelief, it does support the illusion of
the game as film. This is an aspect that would have been easy to make diegetic;
there are ample opportunities in the world of the game for diegetic music.
However, the developers' choice to make the music non-diegetic doesn't weaken
the game.
The Fourth Wall
Diegesis is fundamentally
a method of bringing the player closer to the game. Every non-diegetic element,
whether it's a mouse cursor or a soundtrack, serves to reinforce the "fourth
wall" between the player and the game world.
By removing non-diegetic
elements, the developer can make it easier for the player to lose herself in the
game via immersion. That isn't to say that immersion isn't possible in a heavily
non-diegetic game, but all other things being equal, a diegetic game will be
more immersive.
There's an important caveat, though. If an element of the
gameplay experience is made diegetic at the cost of usability, the player is
pulled out of the experience again. Consider Manny's coat-based inventory; using
this system is actually more difficult than it would be for Manny to actually
pull something out of his pocket.
In this case, immersion would probably
be restored by using an easier but less diegetic inventory system. This would
undermine Grim Fandango's goal of creating a cinematic experience, but it
would make the game less frustrating and easier to use.
Grim
Fandango is one of the most well-crafted video games of all time, and it has
a lot to teach us about how video games can and should be made. Its use of
diegesis is probably the way in which the game is most unique among games.
Diegesis is something that all developers should consider in the course
of making a game: when is it better for an element of the game to be diegetic,
and when is it best to make it separate from the game world? By considering
this, developers can ensure that their game strikes the best balance between
immersion and usability.
[Gregory Weir is a writer, game developer,
and software programmer. He maintains Ludus
Novus, a podcast and accompanying blog dedicated to the art of interaction.
He can be reached at Gregory.Weir@gmail.com.]
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