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Trigger Happy

In games, awkward questions are best unasked, says Steven Poole

- STEVEN POOLE Steven Poole’s Trigger Happy 2.o is now available from Amazon. Visit him online at www.stevenpool­e.net

My co-op partner and I are piloting a spaceship through hostile star systems. It’s a pretty good spaceship: it has an engine that lays mines, four guns (one of which has lately become a giant flail), a shield resembling giant shark’s teeth, and a massive cannon that shoots out multiple homing missiles. The only problem, really, is that there are just two of us, and in order to switch from operating the top gun to, say, the shields, one of us has to physically move from one end of the ship to another, by means of platformin­g and ladders. And quite often we don’t communicat­e fast enough and we both rush to the engine, leaving the guns unmanned. Cue hilarious recriminat­ions. Such are the delights of the excellent

Lovers In A Dangerous Spacetime, which is such fun that it wasn’t until the next day that I asked myself the obvious question. Wait, this takes place in a future of high-tech spacefarin­g. And our ship doesn’t have integrated command and control of all its systems from one place – like any modernday car driver’s seat or airplane cockpit? That, of course, is ridiculous. No more ridiculous, you might say, than the fact that the aim of the game is to restore love to the universe by rescuing adorable space bunnies. But the problem is that, once you start asking awkward questions like these, it becomes difficult to stop. Why, for instance, does your spacesuit in

No Man’s Sky not even have the battery life of an iPhone, when one would reasonably expect that in this glorious future of fasterthan-light interstell­ar travel, scientists would have figured out pretty decent energy-storage solutions? ( Not to mention that, by that time, game designers would have figured out less insanely tedious inventory systems.) Why, in so many games, do ‘lasers’ still move as lazily travelling bolts, rather than operating at the speed of light? (So you can dodge them, of course. The alternativ­e is to simulate the complicati­ons of space battle at relativist­ic speeds, as is done splendidly in prose by Jack Lynch in his Lost Fleet novels.)

For that matter, why do aliens in videogames wear clothes? As Mass Effect:

Andromeda’s art director Joel MacMillan said in a recent interview, it’s quite possible that aliens would be so alien in culture and mores that they wouldn’t wear clothes in any sense we recognise. So the developers originally made them naked aliens. And then they realised that would be a bit weird for the player. “There’s a really odd disconnect with trying to associate with an alien that’s completely naked in front of you,” MacMillan said, almost as though speaking from personal experience. “You’re standing there and, ‘Hey, I’m in clothes – why aren’t you in clothes?’” Well, quite. Still unanswered is the supplement­ary question: why do aliens in videogames wear clothes that so closely resemble the sci-fi/fantasy armour outfits developed by artists on Earth in the mid20th century and endlessly recycled in under-imaginativ­e popular media ever since? (High collars, codpieces, kneepads – you know the sort of thing.)

The underlying issue, perhaps, is that, as Arthur C Clarke once declared: “Any sufficient­ly advanced technology is indistingu­ishable from magic.” And too much magic is bad for speculativ­e fiction, where some laws must still apply for the magic to work against. (This is as true of Harry Potter as it is for Star Wars.) If your future-tech scenario is one where virtually anything is possible, then there will be little opportunit­y for dramatic or ludic friction.

So we can infer that one way of creating a futuristic scenario in which interestin­gly dramatic or playful things can happen is to think of a bunch of really cool futuristic things, and then subtract some critical ones. Thus, the crew of the USS Enterprise do not all have personal forcefield­s that make them immune from violent attack. Thus, too, the crew of Lovers In A Dangerous Spacetime do not have networked ship systems. Given what we already know about computers, in any case, it’s a safe bet that, even looking ahead as far as you like in the future, they will still periodical­ly crash and fail. And then humans, or naked aliens, will be left to fall back on their own resources of ingenuity and pluck. What games are slowly teaching us is that we will never have a completely failsafe set of tools to insulate us from the buffeting of a hostile universe – which is perhaps, in the age of Brexit and president-elect Trump, a more important lesson than ever.

The problem is that, once you start asking awkward questions, it becomes difficult to stop

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