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Breaking and Entering

 

No, you silly goose, not that kind of breaking and entering! I’m talking about something legal. Something unobtrusive. More so, something emotional and impactful from an entertainment perspective. That something is called breaking the “Fourth Wall”.

 

Well, for those unaware of what the Fourth Wall is in the first place, here’s a quick little rundown to help you out:

 

The "Fourth Wall" is a term often invoked by the game player, reviewer, designer, critic and scholar to describe instances when the video game medium consciously blurs the boundaries between the fictional and real world, either drawing something into the fictional world from outside, or expelling something out of the fictional into the non-fictional (the narrative mused upon by a self-aware protagonist, a character monologue directed at the user, and so on).

 

Yes, in common societal terms, that means that the game, play, or any entertainment performance in question took the jump to mention you, or something in the real world, inside their own fictional world. Or the other way around, if that floats your boat.  So, for example, Duke Nukem is in a video game. As we all know, The Duke is pretty funny with the quips. Perhaps at some point, you’re playing the game and you get shot.  All of a sudden, Duke yells “D@*#! That really hurt! What are you doing out there on that couch, anyway! Help me out here”.

 

Oh Deadpool, you filly

 

He talked to you, essentially breaking the boundary between the fictional world and the real world.

 

But here’s the thing; there’s so much more that you can do with this so-called “Fourth Wall”. Sure, you can have the character reference the player, talk about how they are in a video game and know it, and can create little funny lines every so often.  However, what if this could be used to go beyond the occasional jest?  The Fourth Wall could be broken on purpose as an effort of truly immersing the player, or even have the player more truly play a role in the game’s storyline.

 

As the industry continues to advance and grow in the storytelling aspect of games, it’s only natural that developers look for new ways to help the immersion factor. At this point, teams like Irrational Games and Valve are doing a great job with the atmosphere. Don’t get me wrong, that’s a huge factor that comes into the whole “Believing what you’re seeing” thing. But could you imagine games like Bioshock and Half-Life being even more impactful by doing something so simple?

 

One major example that I can think of is something that happened in one game that I played recently. In it, you played through the entire game, working towards a goal that you knew had been looming over you for so long. Your interactions and decisions put so much wait on you as a player, and while you never notice the subtle hints during the game, it all makes sense once it’s pointed out. Those noises that you heard. Those people that shouldn’t have been there. Those things that don’t quite fit in reality.

 

A wonderful example!

 

Yes, that’s more atmosphere I suppose, but then it draws down to the bottom line. One final decision. You’re given several choices. One you know reaches your goal, the others may have the same effect, but you’ve never been told to try them. As you listen to the explanation and conversation, you begin to think: What if he’s telling the truth? What if, the character that you’re talking to has a point and makes you, the player, think differently?

 

Well, that’s what happened to me. The conversation I had had effectively caused me to choose a decision that completely contradicted what I had previously been working so hard towards. When it reached the climax, and I realized what I had done, I was blown away. The developers, by either chance writing or expertly written scenarios, directed a decision towards myself that was so morally ambiguous that I didn’t know what to do. By my own definition and feeling, they had broken the Fourth Wall, and cause me to choose something different, because there was such a blend between what I would do, and what should have been done in the game.

 

I don’t know about all you guys, but upon that realization, I had an entirely newfound respect, and amazement, for something so impactful like that. I think that, if other developers could really try to make that work, it could usher in a whole new level of story-telling.

 

Without story-telling, you have no substance. There is the skeleton, but no meat.

 

So, before you guys go, here’s a few questions:

 

What do you think really helps immerse the player?

 

Do you think the Fourth Wall has been implemented well before, and do you think it could be again?

 

What are your experiences of having the Fourth Wall broken?

 

~ GoldvsSilver

 

 

 

Comments
  • Deadpool is my favorite Marvel character. In the games he is in (Ultimate Alliance 1 & 2 specifically) I have him on the team just to hear his witty remarks. I don't think that an entire game of 4th wall breaking would be very good, but it's fine in moderation.
  • Well, if you want any fourth wall games, one is Comic Jumper by Twisted Pixel. That game has loads of fourth wall breaking. But yes, I would like to see a new fourth wall game.
  • sounds like a good idea. a game where the character interacts with you and asks you to do certain things because playing this game somehow afffects the real world. perhaps at some point your avatar asks you to make some difficult moral choices or betrays you in some way - maybe your controller stops working and you see your avatar on a rampage destroying things and you somehow need to take back control or sutin. not a fully fleshed idea, but maybe with Kinect voice recognition you could communicate with your avatar.
  • There's got to be a better definition for the term 'fourth wall' out there- I mean ffs, the actual origin of the phrase is known- I hate how the internet likes to insinuate itself into everything. No, games have nothing to do with the definition, and neither video games, nor the internet existed in the time of Shakespeare.
  • Mod
    Just a note: The Fourth Wall actually only applied to the position that the audience viewed a performance in a "box" theater. Diderot is most famous for our contemporary understandings, as the Fourth Wall simply being the implied barrier between an audience and a performance.

    Also, a character monologue would not normally be considered to "break" the Fourth wall. Those are called "asides" and are not a literal address to the audience so much as a trope that allows those viewing a performance to have insight into the thoughts of the character on stage, which would normally be impossible otherwise.

    I wouldn't consider something that causes you to think because of how immersed you are into the experience a "break" of the Fourth Wall. For all intents and purposes, the player is actively a participant in the performance of a video game experience, and as such, suspends disbelief in order to imagine that they themselves are the individual they role play as. The only way this would "break" the Fourth Wall is if this bond is severed by breaking that implied suspension, such as when Psycho Mantis claims that he will read Snake's mind and instead literally reads your memory card and mentions games you've played on it. In that case, your Deadpool example is dead-on. There's a supermove he actually has in MVC3 where he hits the enemy with one of the gauges on-screen.


    I like how you've written this blog and interpreted the concept, though. Great work!
  • ok now I will be able to post that thing I said I was going to.... great blog and yes I would agree with most of this. If done correct I believe that, yes, you can implement some very witty and fun stuff into games/movies/comics when you break the fourth wall. That being said there can also be really crappy ways if it is not done right. (Looking at you duke nukem.) Also in regard to immersing you more, I think some games I would be fine with it such as party games or racing games etc. However I think that if I was playing a game along the lines of saving private ryan or a similar game I don't know if I would really want the game to recognize me to the point where it feels like I am the person in the game and killing people. Sure I could still see breaking the fourth wall in those games to be a benefit but I would think you would have to be careful where you draw the line in that type of games and stuff. Anyway, great blog nice to see something not going batshit crazy about the site :P
  • Mod
    I don't know if this really applies to your fourth wall idea, but it's what came to mind when I read this. When I played the first Portal, I really felt like GlaDOS was talking directly to me and not Chell. So all those insults and whatnot, they felt very personal, heh heh. This was an interesting and entertaining piece.
  • Mod
    I just thought of another great moment in gaming where the Fourth Wall is broken: in Grand Theft Auto: San Andreas, players can climb up the bridge connecting San Fierro to Las Venturas and run into a sign that literally says "There are no Easter Eggs here. Go away." Since there's tons of Easter Eggs in the game - references to Resident Evil, a blatantly risque slogan on an employee shirt, even a statue of a man masturbating - it's obvious a site meant to surprise players trying to find the wealth of secrets in the game.
  • You got to love these moments in games, be they little or big they're almost always surprising and enjoyable. Great read!
  • Yeah, the idea of using the fourth wall to your own benefit in a game is awesome. One funny moment I recall is in Super Paper Mario where a character would explain to Mario how to use the controls to make certain actions. Mario would just look at him confused until the character just said "Don't worry, I'm sure a larger being than all of us understands what this message means".
  • http://www.extra-live.net/