Yeah i think acknowledging the fakeness and gameness really adds a lot, not only in mind-bending meta flourishes but also in the way you interact w the content. In MGS2's terms, it creates context. Putting the player in purposefully uncomfortable roles to act out experiences that could never happen outside of a videogame. I think GTAV does this really well with the torture/profiling/assassination mission.
The game has a really weird sense of reality, you can't even say "First half is real, second half is a simulation". This dialog:
Revolver Ocelot: You know why no bullet could hit you? It wasn't magic, or some New Age mumbo-jumbo. Certainly wasn't your psychic talents. It was all staged by the Patriots.Fortune: Staged?Revolver Ocelot: You were being shielded by the electromagnetic weapons technology that the Patriots developed. Your Dead Cell comrades loved your father and husband - we needed a pathetic wretch like you to keep them focused.
Is quickly followed by her getting shot with a million rockets and all of them missing. Even when you think Raiden is breaking through to the 'real world', it is just another layer of illusion.
― ©Oz Quiz© (Adam Bruneau), Wednesday, 20 May 2015 20:16 (six years ago) link
It's all about subverting player gratification. That may be the biggest tool game designers could use to turn a game from a game into art. Art being object you take in and think about and interact with and that tells you something about the world and maybe how you interact with that as well. The big problem is the control for these things is a sort of barrier to entry, but that will definitely go away in time, as more generations get more and more comfortable interacting w virtual spaces.
― ©Oz Quiz© (Adam Bruneau), Thursday, 21 May 2015 01:05 (six years ago) link
https://www.youtube.com/watch?v=aaLiLRVeaZAMetal gear storyline explained
― ncxkd, Monday, 18 October 2021 01:54 (two months ago) link