Tag Archives: the fourth wall

Metal Gear Solid, or How I Was Ruined for All Other Video Games

The first moment I realized that I had expectations for what a game ought to be was the moment I first popped Metal Gear Solid into my Playstation. I had read the previews about the game in all the video game magazines I subscribed to (which was every one available) and I had played games similar to it—or at least I thought I had. Metal Gear Solid was, on the surface anyway, a third-person military shooter with emphasis on stealth elements. Pretty par-for-the-course, as far as video games go.

And then I discovered that everything I believed about the world was a lie.

MGSMetal Gear Solid was footage from the International Space Station for flat-earthers. It proved that one need not sacrifice story to gameplay, or vice versa, that not only could they coexist in harmony, but become fully integrated with one another. MGS even takes it one step further: it takes the player experience and makes it an essential aspect of both the gameplay and the story.

An example of what I mean by that. (*SPOILER ALERT* for those who have not played it; shame on you, by the way!) At one point, a character named Psycho Mantis, one of the several villains you must defeat to save the world from nuclear devastation, decides to battle you. The problem is, nothing you do works—nor can it. With his psychic powers, Psycho Mantis is able to predict every action you take the moment you take it, rendering all your efforts to injure him useless. It is impossible to defeat him—until you realize that his psychic powers only extend to controller port 1. Plug your controller into port 2, and you may just have a chance. (*END SPOILER*)

One of the reasons this grinding-to-dust of the fourth wall is so effectively jarring is because the game strives for realism in so many ways. The environments are incredibly detailed, the characters are rich and deep beyond belief, yet even those things are not safe. When the protagonist, Solid Snake, returns to an old military base in Alaska (which is where the bulk of the action of the first game took place) in Metal Gear Solid 4, he also returns to the exact same 32-bit polygonal art style of the original Playstation game.

SolidSnake-600x372Kicking down the fourth wall and violating expectations was a part of the series before Metal Gear Solid was even released, though in a comparatively more subdued form. When a traitorous member of Solid Snake’s team tries get him to abandon his mission in 1987’s Metal Gear, he says, “Solid Snake! Stop the operation. Switch off your MSX at once.” (The MSX was the platform on which the game first appeared.)

What these games proved to me is that we need not be satisfied with our expectations, that suspense can be built when we shake the very foundation of our readers’ worldviews. There are times when I’m writing and I realize that my story has taken the expected path—the safer path. It’s at times like these where I wonder, “WWMGSD?” Metal Gear Solid would probably turn my novel into an ASCII flipbook animation, which is a little unconventional for even my tastes, but it can still serve as a guidepost for ways to keep readers from guessing what’s coming.

Self-consistency and Maintaining the Fourth Wall

When many, if not most, readers enter a fictional world, they want to stay there until they’re ready to leave. For us writers, that means having to avoid doing anything that pulls the reader out of our world. Failing in this task may make it difficult for a given reader to buy into our creation. They may set it down and move onto something else. If this happens, we’ve lost them.

Any aspect of storytelling is vulnerable to this. Someone breaking out of character, the introduction of a deus ex machina, and even poor handling of point-of-view are all good ways of infuriating readers, and rightly so: they are violations of an unspoken trust with our readers that the stories we are telling them are self-consistent.

Setting is an aspect of storytelling which is particularly vulnerable to this kind of violation, especially in genres where setting is important, such as in fantasy, sci-fi, and historical fiction (by setting, I mean all things related to world-building, such as culture, dress, geography, the laws of physics or magic, etc.). Read enough reviews in any of those genres and you will see that one of the widest criticisms is that the author described some event that could not or would not have happened in that context, and thus the reader was pulled out of the story. There’s a good reason for why this can be such a problem for a writer: setting, by its very nature, consists of a vast number of interrelated concretes. Consider the difference between a character arc and a city, full of people, buildings, roads, belief systems, cultures, and so on, and you should see what I mean. It’s very possible (and necessary) to track the shape of a particular character’s arc, but far more complicated to track the goings-on of every person and thing in a city. There are many ways we can forget a detail that affects the story later on, and thus cause one of those reader-losing violations.

Of course, simply not knowing how an aspect of your world works can also do this. Many of our readers are smart enough to know that you can’t ride a horse at a gallop while swinging a fifty-pound sword for five hours straight. As most writers should by now know, doing some research solves most of these problems.

But there’s another related issue that can be a little subtler, and it relates purely to a world’s self-consistency. Unless you’re writing an alternate history or time travel yarn, your Imperial Roman soldier isn’t going to call his wife on his cell phone, since cell phones didn’t exist back then. An obvious example, but things get a little trickier when you’re writing in a purely secondary (or, purely imagined) world.

I once wrote an epic fantasy story in which one of my characters was exhausted, and was described as feeling as if he had just run a marathon. While it seemed pretty innocuous to me at the time, someone in my writing group couldn’t buy into it, because the word “marathon” is named for the run of Greek soldier Pheidippides during the Battle of Marathon. And since such an event never occurred in my world, he argued, how would the concept of a marathon in the normal sense even arise?

Hearing his criticism was a bit of a wake-up call for me, and now I sometimes find myself watching out for the same thing with books that I read (as much as I’d rather just sit back and enjoy them). Of course, in my hierarchy of priorities, I’m going to put a satisfying plot over catching myself using the word “marathon,” but I still keep an eye out for something like that slipping in. Whether or not you’re that meticulous about your world’s etymology, rest assured that some of your readers will be.

* For another interesting post on the topic of word choice, check out the earlier post by Mignon Fogarty, a.k.a. Grammar Girl, if you haven’t already.