Dispatches

Dispatches, Part Seven; Or: It’s an Apparatus For Trapping Lions In the Scottish Highlands

Didn’t get that much further today in an errant afternoon’s decision to play for about 90 minutes, but I happened to make enough headway in the game that sitting down to write about it doesn’t seem like that absurd an idea. This time I’ve had a few hours between the game and the documentation, though, having taken the train back home for the weekend. At the moment, there’s not much new that I can say about GoW, except for one thing I’ve been discovering in the Pandora’s temple chapter–

There’s too many goddamn MacGuffins.

Now, for those of you who aren’t well versed in the cinema of Alfred Hitchcock, or at least what cinematic critics have written about him, the MacGuffin, quite plainly, is the blanket term used to describe a plot device which is employed in a story to create suspense, character motivations and narrative drive without being particularly important in and of itself. MacGuffins take all shapes and forms, such as the titular ones of “The Maltese Falcon” and “Raiders of the Lost Ark,” or the glowing mystery briefcases of “Kiss Me Deadly” and “Pulp Fiction.” Rosebud was a MacGuffin. The stolen Death Star plans were a MacGuffin. Even the Declaration of Independence has been a MacGuffin.

Hitchcock became notorious at times for employing this device in a somewhat cynically shallow manner, as it’s rare that his MacGuffins are ever grounded in any more reality than needs be for the plot to be moved onward. In his mind, it didn’t matter what all the spies and criminals were running around and murdering themselves over, be it uranium winebottles, jewelry or the all-purpose “government secrets,” just as long as it gave the spies and criminals something to run around and murder each other over. This isn’t the case of most of the examples I’ve provided above– either the MacGuffin is given a concrete, real-world backstory of some considerable significance and interest, or the MacGuffin is masked so self-consciously that its very lack of an identity is used for post-modern commentary. The way that Hitchcock, and most admirers of the MacGuffin formula can best be summed up in a story he once told Francois Truffaut about where the term came from:

“It might be a Scottish name, taken from a story about two men in a train. One man says, ‘What’s that package up there in the baggage rack?’ And the other answers, ‘Oh that’s a MacGuffin.’ The first one asks ‘What’s a MacGuffin?’ ‘Well’ the other man says, ‘It’s an apparatus for trapping lions in the Scottish Highlands.’ The first man says, ‘But there are no lions in the Scottish Highlands,’ and the other one answers ‘Well, then that’s no MacGuffin!’ So you see, a MacGuffin is nothing at all.”

Right now, God of War could trap a whole lot of lions in the Scottish Highlands if it wanted to.

Now, I realize that in these puzzle-driven scavenger hunt type segments in adventure games there’s bound to be MacGuffins. Zelda games are built not only on getting the Tri-Force and the Master Sword, but also on any number of keys, maps, compases, boomerangs, bows-and-arrows, bottles and just about anything that villagers ask you to go on a chain-quest for. Everything in the Metal Gear series counts as a MacGuffin after a whle, from obvious stuff like Metal Gear itself, to slightly spookier stuff like the Philosopher’s Legacy, all the way to Big Boss’ frozen corpse itself. Therefore, I can understand that in GoW there’s going to be a lot of collecting shit so the player can advance, it’s just that I wish Jaffe didn’t take the Hitchcockian example of MacGuffinery, here, because his plot devices are seldom explained or justified.

Pandora’s Box? All we know is that it can kill Ares, that the gods built a huge-ass temple on the back of a titan to protect it, and that countless adventurers have lost their lives trying to get it, but we don’t have any deeper explanation as to how it works. In Pandora’s Temple there are countless little items that must be collected and put in proper places to make the machinery click and open pathways. It’s not so bad when you find a bas relief that’s missing a pair of shields, which tells the player implicitly that they need to actually go and find those shields. It’s quite another thing when you discover a big coffin out in the open air, which the player must then open and climb on top of in order to rip off the skull inside, which doesn’t quite make sense until later, when you find a skull-shaped opening. Granted, this amounts to finding keys before locked doors, and that’s no big deal– it’s just gratting when these intriguing objects are given such short shrift that the designers obviously only think of them as mechanic devices. If Pandora’s Box is such an almighty weapon, I’d like to hear an explanation justifying that claim, and validating my spending all this time going after it.

Zelda doesn’t do this. MGS doesn’t do this. Miyamoto always does a pretty good job of setting up the mythology of Hyrule, giving the quests for whatever-Link-is-in-the-dungeon-for a sense of purpose, both a longstanding, historic level and in an immediate, save-the-princess way. Kojima’s practically obsessive compulsive with the way he conjures eerily plausible excuses for often patently absurd plot twists and absolutely impossible doomsday machines– we might not live in a a world where stuff like Metal Gear, cyborg ninjas or FoxDie are anything except the products of overactive imaginations, but damn if we don’t believe that they can exist in the world MGS’s characters inhabit. Miyamoto and Kojima can afford to build worlds which work according to their own rules, partly because they take the time to make those rules known to the player. All Jaffe’s done so far is let as know that the rules exist, but not allow us to read them. He ought to let us in a bit more, at least to make his elaborate storyline a bit more realistic on its own terms– those are, after all, the only terms anybody ever knows. Their own.

Still, the puzzle structure and knotted pathways all work wonderfully so far. The Atlas bit and running on the rolling pin are both entertaining set-pieces, the latter especially so since we’re really actively engaged in it. I suppose that the idea of getting keys before we’re given locks is an extension of the trusting the game, an idea I learned from Ico— whenever you’re in the middle of a castle, pulling switches and levers whose machinations aren’t readily apparent, all a player can do is trust the game and hold on to the faith that it’ll all build up to something worthwhile sooner or later.

At this point, though, I’d prefer sooner.