Essay
In what specific ways is Red Dead Redemption 2 an example of creative
communication?
Kyle Newman
Creative Communication – the conveyance of meaning and
significance between the game and the player. Everything from opening a door to
deciding whether to save the orphanage or the hospital, anything in a game is a
form of creative communication. Within this essay I will be covering multiple
areas within the game Red Dead Redemption 2 (Rockstar, 2018) and how these
areas serve as a form of creative communication. I decided to focus on Red Dead
Redemption 2 as the game is focused on achieving immersion and realism, and
comparing that realism to reality can expose how the game expresses itself to
the player.
Within this essay I will be making use of multiple theories:
Donald Norman’s ‘Signifier and Affordances’, Ferdinand De Saussure’s ‘Signifier
and Signified’, ‘Meaningful Play’ by Katie Salen and Eric Zimmerman along with ‘Characters
and Representation’ by Robery Mckee. I would like to preface this text by
setting a theme; ‘The Truth of the Matter’, wherein I will explore how the game
conveys the brutalism of being an outlaw in a realistic yet entertaining way.
The world of Red Dead Redemption 2 is set within 5
fictitious states of the United States – New Hanover, Ambarino, Lemoyne, New
Austin and West Elizabeth. Why, however, are they fictitious? The developers of
Red Dead Redemption 2, Rockstar, often set their games within a false world
that is heavily based on reality – this is to separate it from the real, to
distance the thin line that the game would be between game and historical
event. It also, however, allows the developers to exaggerate.
The year the game is set in, 1899, is in reality, a much
different story to what the game represents. Civilisation was actually much
more involved at this point – the beginning of wars involving Winston Churchill
and the events that led up to the First World War began at around this time. None
of these events occur or are mentioned in the game. Instead, the game is
created out of stereotypes and inspirations, with a heavy focus on making these
fictitious events seem as real as possible. The way the player interacts with
the world supports this – for example, you are able to interact with your
horse; pet it, brush it, feed it, before riding off into the distance. You are
able to go up to any person, any Non-Player Character (NPC) within the world
and talk to them. Interact with them, react to them as they react to you. The
world is developed to feel as real as possible, both the characters and the way
you interact with it.
Within this world are a cast of characters, the Van der
Linde Gang. These characters, including the protagonist, were developed to feel
as realistic as possible – to feel like real people. This gang is a rather
diverse cast, from the ‘Lone Stranger’ Arthur Morgan to Javier Escuella, a Mexican
outlaw who had to flee his country. These two characters alone inherit some stereotypes
of the ‘Wild West’ that make up any classic cowboy tale (Wright, 2001, p.15).
They signify a classic representation of a cowboy – the classic gang of outlaws
that ravages the land. Yes, within Red Dead Redemption 2, the protagonists are
the villains of the world where there is no hero. These characters interact,
express themselves, and live out their lives like any real man would. They are
as real as any man could be in a video game – the question is, why are they not
real? There is no evidence of any characters like this in fiction. However,
they are all inspired by reality. For example, Arthur Morgan was heavily
inspired by Frank James, a member of the pro-confederate guerrillas called the
Bushwhackers (Rockstar Games, 2018).
The weapons in the game are based on real weaponry, but
functions differently. For example, the ‘Semi-Automatic Shotgun’, which is based
on the Browning Auto-5 shotgun (imfdb.org, 2018), is much more brutal than it
is in real life. If the player were to take this shotgun and shoot another
character in the head, their head would be blown clean off – this is not what
the gun would do in real life, as much more powerful weaponry would be required
to achieve such a feat. This exaggeration supports the theory of Meaningful
Play – the gun, while it would cause a lot of damage to an opponent, the fact
that the damage is exaggerated gives the feel of the shot to be much more
impactful – much more meaningful. This relates to the theory of Game Feel
(Swink, 2009, p.1-6) and how the impact of the shotgun ‘Feels good’ to the
player. It has weight, impact, and is extremely noticeable by the player. This
type of event, this reaction, is memorable to the players – meaning it is
impactful to their experience. Most players of Red Dead Redemption 2 (including
myself) will not forget the first time they fired a shotgun at an opponent’s
head.
Everything mentioned ties together – the game builds a world;
an almost real world, and populates it with characters and life to present to
the player. The player themselves becomes a part of this world, and evolves
with it as the game progresses. Is the world close to reality? Unlikely – all history
is in some way dramatized, and even then, reality is not as entertaining as
stories told. However, bringing those stories to life, creating a realistic
world that explores the meaning of being an outlaw, the brutality of it, is far
more likely to be a success for the developers than creating a historic
retelling of 1899.
Bibliography
Imfdb.org. (2018). Red Dead Redemption II -
Internet Movie Firearms Database - Guns in Movies, TV and Video Games. [online]
Available at: http://www.imfdb.org/wiki/Red_Dead_Redemption_II
(Accessed 16 Nov. 2018].
Mckee R. (1998). Story: Substance, structure, style and the principles of screenwriting.
London, Methuen.
Norman, D. (2013). The Design of Everyday Things.
Cambridge, Mass., MIT Press
Rockstar Games. (2018). The True West - History that
Helped Inspire Red Dead Redemption. Bad Guys Gone Good... and Vice Versa - Part
One: Frank James - Rockstar Games. [online] Available at: https://www.rockstargames.com/newswire/article/2511/the-true-west-history-that-helped-inspire-red-dead-redemption-ba.html
(Accessed 18 Nov. 2018).
Salen, K. & Zimmerman, E. (2004). Rules of Play Game Design fundamentals.
Massechusetts, MIT Press.
Swink, S. (2009) Game feel : a game designer’s guide to virtual sensation. Amsterdam;
London : Morgan Kaufmann, 2009. Available at: https://search.ebscohost.com/login.aspx?direct=true&AuthType=ip,sso&db=cat06378a&AN=nua.9780080921754&site=eds-live&custid=ns195502
(Accessed: 17 November 2018).
Wright, W. (2001) The Wild West : The Mythical Cowboy and Social Theory. London: SAGE
Publications Ltd (Core Cultural Icons). Available at: https://search.ebscohost.com/login.aspx?direct=true&AuthType=ip,sso&db=nlebk&AN=251868&site=eds-live&custid=ns195502 (Accessed: 18 November 2018).
Ludography
Rockstar Games. (2018) Red Dead Redemption 2. Video Game,
Rockstar Games, New York.
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