The B[ack]log: Coming clean (about Dirt)

[The B[ack]log now returns from hiatus which, given the subject matter, is probably a bad thing.]
A few weeks ago, I experienced my first proper gaming injury... and it wasn't at all how I imagined it would be. My fantasies of physical folly usually involve a mangled foot on a Dance Dance Revolution machine or a Wii remote lodged in an eye socket, bodily damage incurred from activities that largely require, you know, activity. I considered it a dubious achievement to have unlocked pain in a part of my body simply by sitting on a couch and fervently pushing buttons. How fragile my body is!
A few weeks ago, I experienced my first proper gaming injury... and it wasn't at all how I imagined it would be. My fantasies of physical folly usually involve a mangled foot on a Dance Dance Revolution machine or a Wii remote lodged in an eye socket, bodily damage incurred from activities that largely require, you know, activity. I considered it a dubious achievement to have unlocked pain in a part of my body simply by sitting on a couch and fervently pushing buttons. How fragile my body is!
Though the process of waking up is generally one I try to avoid -- it feels too much like being dragged through the dangling rubber strips at the top of an airport baggage claim -- I immediately knew that Monday morning was off to an even worse start than usual. The immobilizing lower back pain was the obvious clue, its origin being quite the mystery at first. Was I picking up refrigerators in my sleep? Did someone replace my mattress with a pile of rakes? Or did I really manage to hurt myself by playing Dirt non-stop for a weekend?
Here's what I think happened (the comments section is where you tell me if this sounds farfetched): Through the course of an entire weekend I was planted firmly on a couch, legs crossed, lurching and leaning back and forth and side to side with every motion of my rapidly moving car. I obviously wasn't doing it intentionally, but as anyone who's ever recoiled from a monster or ducked beneath a missile can attest to, sometimes a game can momentarily fool you into thinking you're somewhere -- or someone -- else. As a result of me subconsciously and vicariously becoming a rally car driver (or the car itself, apparently), I must have pinched a nerve or sprained a muscle or something. Dr. Google's diagnosis wasn't very specific.
I'm not sure I'd classify Dirt as a particularly "realistic" game. That isn't to say it's an arcade racer on the level of Burnout, but there are some elements to it that extend beyond the "simulation" demarcation. You'll find the handling on many of the cars can be quite forgiving, a warranted compromise that sees frustration exchanged for fun. The in-game speedometer tends to overtake the vehicle itself and the exaggerated lighting, while gorgeous, seems to imply that the reason you're driving so quickly is to escape a nuclear explosion. But despite all that, Dirt's palpable physics engine, detailed environments and its almost tangible conveyance of tires carving through the road pulls you right into reality -- though it's not quite your reality.

It really does look like this, you know.
Dirt might not be entirely realistic, but it is entirely believable. When I'm playing it, I feel like I'm in a car, hurtling through a narrow track at obscene velocities. I'm clinching my teeth because that tree over there looks like it's coming by awfully close. I know how my car will react if I so much as scrape against that protruding plant, and I can predict how I'll need to respond at the wheel if I do. Tension gives way to panic when unexpected bumps toss my view up and down or when the game's glaring hyper-sun makes it hard to see where the bloody hell I'm going. These feelings come from inhabiting the space inside the developer's transparent box, a place with demonstrable rules and consequences. I am there, regardless of where and what "there" is.
It's interesting then, that I've never felt this way about the so-called "driving simulator," Gran Turismo. Polyphony Digital's highly regarded series goes to extreme measures to recreate reality (this one) and put you inside the car of your dreams. And yet, I always feel like I'm just staring at these vehicles as they gather dust... in a museum. Both games attempt to convey the thrill of driving and both games attempt, at least from the outset, to mimic reality. Why then is the less realistic game the more believable one?

As viewpoints go, the closer to the interior of the car you are, the better.
I suspect the answer will vary between racing fans, but mine suggests that it doesn't matter how close Codemasters came to recreating a real-life rally experience. What matters is that the developers harnessed their technology well enough to create a world that follows its own rules and reacts the way you'd expect it to. Building a world like that isn't easy -- it requires graphics, sound, physics and other forms of feedback to work as cohesive whole -- but you'll recognize one when it's in front of you almost immediately. You'll spot a glaring inconsistency just as quickly in Gran Turismo's lack of damage modeling and somewhat sluggish sense of speed. In a grander sense, Gran Turismo breaks the rules of the world it's gone to such lengths to create. I don't mean to discount Kazunori Yamauchi's series as a whole, but these shortcomings tell me that burdening a game with simulation elements can sometimes detract from a self-contained world. You see, reality is important to maintain, as long as it's the particular reality encapsulated by the game.
Good heavens! I could have chosen an easier game to make this point with (hello, Half-Life 2!), but this entry in the racing genre at least makes it clear how much technology and presentation can improve gameplay that's remained largely the same. After all, Dirt's own little reality can be matched to just about every genre you can think of, and I honestly look forward to suffering further injury at the hands of an illusion.
Now, just wait until I tell you about the time I broke my leg whilst playing Civilization...
The B[ack]log chronicles Ludwig Kietzmann's fight against that seemingly insurmountable and entirely self-inflicted obstacle, the ever-sprawling backlog of games that are either unfinished, unplayed or unloved. Every week, Ludwig hopes to subtract at least one and ramble on about it for a few paragraphs... if you don't mind.
If you do, let him know:












Reader Comments (Page 1 of 1)
Rocko @ Oct 17th 2007 8:04PM
diagnosis: too lazy to visit the freakin' doctor
zenprism @ Oct 17th 2007 8:19PM
I really like the point Ludwig makes about contained reality. I like even more that he made it using DIRT of all games. I love DIRT, and the PS3 version (and probably the 360 one too) is one of the prettiest games I've ever seen, which ratchets up the believability of the game as a whole. But it's also fun as heck.
Great column.
Conrad Quilty-Harper @ Oct 17th 2007 8:35PM
I definitely agree with you about the realism, although I've definitely experienced the same "feel" in Gran Turismo. Maybe not to the same degree as Dirt.
The thing that stops Dirt being a killer game for me though is the frigging menu system - I hate it! The useless 3D effects, the totally pointless orgasmic moans from a computer generated female when you press anything, and the lag! You end up spending just as much time navigating and loading as you do playing. This problem has plagued pretty much every racing game I've ever played. Should have thought it would have been sorted by now.
antong @ Oct 17th 2007 9:08PM
I almost didn't pick this game up, but now I can't put it down. Unlike Conrad I actually thought the menu system was very slick.
The inclusion of the online message ticker makes me want to achive 100% career mdoe completion even more.
If you are playing the game with a force feedback wheel, this game can be quite strenuous (especially compared to playing it with the SixAxis). What was your setup?
blooh (CDF - Nipple Ring) @ Oct 17th 2007 9:36PM
i find all recent racing games (all the ones you can demo from xlive) to not be good
i don't know what it is, but I just don't care too much for driving games. Maybe it's because I drive for a living? I prefer the driving in gta, where you floor it and do jumps and run over people
Overkitty @ Oct 17th 2007 9:56PM
I haven't had a chance to play Dirt yet, but you introduce some good points. It really depends on what direction you want to take a game. I prefer the Forza series for simulation racing, but GT is just as good of an example. Specially in todays world, developers are hitting a big snag when creating simulation games. The problem is that as we get closer to being able to recreate reality, players tend to be more critical towards that reality. That issue is only compounded by games that specially try to recreate this reality and are advertised as such. More or less, simulation games just have to bite the bullet.
Games that aren't targeting reality have much more room for give. A recent example would be BioShock. I found myself getting lost in the game, but only because I didn't ask any questions. What kind of world politic problems would a city like Raptor face? Asking these types of questions usually hurts the experience as a whole. Another example would be Team Fortress 2, which is awesome. (Spys FTW) The graphics style is very pleasing to the eyes, which I think makes it easy to accept. Moving away from realism allows players to stop comparing it to this reality, which frees up their ability to accept the games reality.
Both styles have their place. I played PGR4 recently. After playing/enjoying Forza 2 for so long, I found myself less entertained by it. It was fun, but I kept comparing it to Forza's reality. But, I always enjoy going to the local arcade and playing Initial D. In the case of Initial D, which is based off a comic/manga, the cars in that world drift around every corner at breakneck speeds. The reality is supported by comic style characters and cars/tracks/characters taken from the comic. (Which do happen to be created after Japanese highways) With all that, its much harder to compare the game to reality, which I think is benefical to the game.
Korova @ Oct 23rd 2007 6:37PM
Funny, I thought of the uncanny valley too, as I say below.
Game realism is a selling point because the fantasy is presumed to underlie it. When a dev overemphasized the realism and lets the fantasy unravel, the realism is jarred against reality, forming the uncanny valley. As you say, a balance must be kept.
Korova @ Oct 17th 2007 10:18PM
Beautiful writing. I welcome the return of Ludwig's musical ramblings. Long missed.
I've had a similar experience with Rallysport Challenge 2. Being transported - not the back pain. Transport is really the true value of a game, not realism. Realism only enhanced the satisfaction of a well-maintained fantasy.
A game is different from reality because it promises safety and pleasure that relieves anxiety that we accumulate with experience of the real world. The fantasy must be sustainable and it must be coherent. A lot of games dont seem to get there for one reason or another.
Does this have anything to do with the uncanny valley?
ebay_kj@yahoo.com @ Oct 18th 2007 7:42AM
Although Forza is a great game, I do not feel that a car moving at realistic speeds in a video game provide the thrill that I get from other racers where you fly past everything so fast that it is a blur. Since you can not actually feel the speed like you can in a real car I feel it is a neccesaty to exaggerate a little, or even alot. This being said I did download the demo for dirt a while back and did not think it was that great. I also did not like the menu and did not think it was worth buying. However since reading your review I am going to download it again and give it another chance. I often only play demos for a minute before making up my mind on them perhaps I did not give it the time it deserved. Great story.
Matt @ Oct 18th 2007 11:11AM
Just picked up DIRT last weekend. While playing, I found myself tensing up, gritting my teeth, and dreading crashing. I've never been a big fan of racers, but this game is sick.
Rich Craig @ Oct 18th 2007 3:58PM
I like DiRT, but it definitely feels different from the rest of the Colin McRae series, which is why I suppose they changed the name. I only have one complaint, though, and I hope Codemasters hears me very loud and clear on this... THE PACENOTES ARE RUBBISH! Compared to Colin McRae 05, the co-driver is just terrible, and being a fan of the actual sport, I have seen just how important it is to have a competent co-driver, and "Mr. Smooth", as he calls himself, is the worst co-driver in any rally game... seriously, I'd rather have the vague "easy right maybe" from Sega Rally than this chump. Please, Codemasters, bring back Nicky Grist next time!