Space in Computer Games
“One of the many elements shared by film, television, and video games is the use of on-screen and off-screen space in the creation of the diegetic world.”
Most movies we watch nowadays usually have narratives that revolve around the lives of just a number of characters (actors/actresses) who live in an artificial, or diegetic world. The diegetic world is where all the important action, drama, romance, etc. occurs in relevance to the narrative that is being told. It’s common sense, then, to say that the reason that movies follow the lives of main characters, instead of the “common-folk,” is because the movie would simply be too boring and longwinded. Thus, the word “on-screen” was coined to define the notion that what we, as the audience, see on-screen is what is relevant to the narrative, while what is “off-screen” is where all the irrelevant actions that the audience wouldn’t care about occurs.
Because movies are predetermined, that is, the audience has no choice but to view what is on-screen, it is very simple to determine what the important and relevant events in the narrative are. This is not the case in videogames, where the player has full control over the camera and has to direct the camera so that the important and relevant events are seen. I’ll use Halo as an example to illustrate my point. In Halo, there is one chapter called “The Silent Cartographer,” where Master Chief lands on a beach in the middle of an ongoing battle between the humans and the Covenant. The player has the option to directly participate and view the relevant battle, or the player has the option of completely ignoring the relevant battle by running in the opposite direction in which case, what should have been the important and relevant event becomes “off-screen.” In a film like Saving Private Ryan, where the allies land on Omaha Beach, it wouldn’t have made sense for the cinematographer to watch the (bloody) waves as the soldiers are running and dying for their lives in the opposite direction. The audience would most likely be able to understand what is going on “off-screen,” although the audience would be much more inclined to see what is going on during the actual invasion because it is more relevant to the narrative. In this case, the cinematographer would be fired (and/or executed).
Thus, the difference between videogames and film are clear. When the player has control over the camera, he/she would be inclined to direct the camera so that the relevant events are viewed, or conversely, the player would have the option to view the irrelevant events. Film, on the other hand, doesn’t allow the freedom that videogame players are so accustomed to, and so they hope that whoever is controlling the camera is making sure that the most relevant and important events are being filmed.
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