Enjoyment and utopia in the Mass Effect and Halo universes

I've listened to one of Zizek's lectures where he mentions that the video game industry by now far surpasses Hollywood in profit making. I've drawn my conclusions and started watching TL;DP (too long didn't play – copyright:me) cinematic videos on youtube. These vids basically strip down the often 30 hours+ gameplay of video games to their (essential) cinematic parts.

A common structure of "AA" games should be noted here: the player is often motivated to do repetitive and mediocre sessions of "grinding" for the sole purpose of being awarded by finally being permitted to see a 1 minute long cinematic clip, wherein finally the real story line is somewhat set in motion, just so he could start grinding again, until the chore is finally done in the end of the game. I think this is important to note not just because it is a recurring way of structuring these games, but because this method structures the enjoyment of the players: you basically do a menial and repetitive task ("gameplay proper") in order to "achieve" the truly enjoyable, cinematic parts. Interestingly, the "reward" becomes sweet (acceptable, rather) because it is achieved by doing uninteresting shit. (Note the parallel with the wageslave's life.)

So after watching the "stripped down" versions of the Mass Effect and Halo universes (hint: I've consciously chosen sci-fi games, because sci-fi has always been the genre for self-reflecting on the present) I've noticed an obvious parallel between the two, namely, the (spoiler) trope of advanced spacefaring humanity & aliens finding a mysterious pre-built gigantic artificial space-station, whose origins are unknown, but are (immediately) presumed to be beneficial/exploitable to said exploring civilizations.

What a shock, it turns out that these absolutely bootiful and optimal environments for life are the constructs of a previous plot by another intelligence. So, in Mass Effect, we get the evil super-machines constructing a literal honeypot for biological species, making their extermination easy, and in Halo we get a long gone civilization's (nonsensical) plan to contain a parasitical threat by exterminating every living being.

Pic related from the movie Elysium is of course of a different kind (we learn that it was constructed for the convenience of the ruling class). In these two vidyas the Utopian environment is constructed with malicious intent, unknown to the naive explorers, which leads me to my conclusion: both games are reactionary portrayals of an "evil artificial Utopia" to which gullible people become captivated, and when they "try it out" it turns out that this Utopia tries to eradicate them.

Le bourgeois portrayal of communism much?

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This point is taken from the first essay from Adorno's Culture Industry, btw, wherein he notes the parallel structure of pop music and the structure of prole life.

So uh, if you want to skip the gameplay?

Let me try to restate my point in clearer terms: the gameplay (ech, gamework) of said games is the following.

1. You are thrown into a mysterious future world. You are shown a setting that makes you motivated to find out more about the gears of said world.
2. After (1.) you are required to familiarize yourself with basic game mechanics: shoot (fps/tps), advance (rpg elements), interact with the environment and npcs. This after a few hours turns out to be repetitive and chore-like. You do this in hopes of
3. After a point you get a reward of another cinematic part that advances the plot. After which you are back to the succession of (2.) and (3.) up until the game finishes with, usually
4. your final "decision" (typically: A, B, or C) that determines how the
5. Final cinematic will go.

That is not the gameplay, the gameplay is you shooting shit while leveling up your character.

Do you want to skip that or what?

I dont think cutscenes are the reason most people play videogames. Gameplay is its own reward, cutscenes are only a cherry on top that a non-trivial amount of players always skips anyway.

Speaking of sci-fi, do clearly anachronistic social institutions in futuristic settings bother anyone else a lot? I am not asking for every sci-fi setting to follow diamat and be FALC, but I just groan every time there is a space-faring theocratic monarchy or especially slavery. Only 40k does it right by invoking literal demon magic as a reason everything is so oppressive and backwards.

fuck off /tv/

Either you are missing the point entirely, or I wasn't able to make myself clear, or both. My point being that the "gameplay" is just an addictive ploy (chosing your "armor" and "rifle", making irrelevant "moral" choices, etc.) for players to be presented the real message of the game.


On a conscious level, no. In reality, tho? Absolutely. Take the game mechanics of Mass Effect, for example:


I was actually delighted to see a semi-serious criticism of feudalism in the Halo universe: self-proclaimed prophets chosen by gods rule over species.

Huh, I do not think you understand shit if you think shooting shit is not gameplay.

As I said again, do you want to skip it or not?

Why would you be? Even in this universe, we are heading right back to feudalism.