Tuesday, March 20, 2012

Procedural Rhetoric in Assassins Creed II








Procedural Rhetoric in Assassins Creed II







 Ryan Harvey
Dr. Gerald Voorhees
Com 342



Looking at Assassins Creed II through a Procedural Rhetoric lens, offers a perspective 
which broadens insight to the games unit processes allowing them to be brought into a clearer
view. In Assassins Creed II it is easy to scale buildings, pick pocket pedestrians, get away with
murder and even help shape a town’s economy. You play a guy named Ezio, who proves
violence is almost always the answer. He is an assassin and will use his skills for good, even   
though there are quite extreme.
Free running in the Assassins Creed games is unique to the series. The game really wants you use this ability by utilizing it to be as effective as possible. Free running can help you gain height on an enemy for various reasons, it can help you assassinate an enemy, help you get away with that murder, help you find hidden items and entrances and keep you unseen by the general public. It is the most powerful tool you, as an assassin, can wield in Assassins Creed II. If movements like this were this easy and performed to this extreme, the world would be very different. This ability is how players will gain and keep stealth and secrecy, which is vital to completing many goals. Civilians will not get in the way while you are keeping stealth on rooftops, moving between objectives and with this free running ability it is easy to move between buildings quickly. This game makes it seem as though flight were possible by the way you scale buildings in this game. You can climb on almost anything with ease and speed, even tall, thin towers where some have vantage points called “Eagle Vision”. Then, once you have reached the very top of this outrageously tall and dangerous tower, you can jump off using the “Leap of Faith”, which is where you jump off of the building into a bale of hay or water if river is nearby. People in the real world can free run to an extent and bildering is a sport but no one can do these things to the extent the game wants you to think is humanly possible. Everyone knows that there are assassins in real life, but we do not see them running around through crowded cities and then turning and scaling a wall. This would create a large amount of unwanted attention and would break the whole never seen, never heard aspect of being an assassin. Real assassins would not even think about jumping off of anything close to the height of these Leaps of Faith portrayed in the game. Not because this is a very anti-stealth way to get off a building, but because a dead guy lying in the middle of the street would be the only result. Real assassin rely on stealth, as far as movement, as does Ezio but they both do so in very different ways. But they both kill in stealth or non stealth ways depending on the message being sent. They both get contracts from higher ups and their technology is usually innovative and tailored to their specific needs. Although this game does not portray assassins, thieves and murderers in real world context, it makes for a powerful message about doing what is right no matter the means or consequences.
Ezio, in Assassins Creed II, can pick pocket informants, thugs and Heralds; this is a method of obtaining information, gaining Florins and restocking throwing. When you pick pocket someone, first you have to lock on, as long as you do it without the person noticing, nothing negative will come of it. If you do alert them, however, the subject can alert local authorities or, if they are armed, try and attack you. When this happens and the person you just pick pocketed is an informant you have to make a decision, whether to kill this person or run for your life. If you run away fast enough and hide you will not be followed and no one will really be alerted that this just took place. If you kill the informants, civilians will make a spectacle of you and guards of some kind will see the body eventually and come after you unless you can hide fast enough. If the person is armed because they are a thug you run the risk of being caught and attacked when the thug notices. You again must make a decision run or kill this person. Pick pocketing in real life is not as simple as in this game and as a real life “pick pocketer” I doubt you would set out on a path bent on obtaining information or pick pocketing other low lives for weapons and money. Other than being much harder to do in real life you run the risk of real life consequences. If you get caught or noticed by the person and they are a thug you will most likely receive a punch in the face quickly following. Or you might be injured with the very same weapon you were after in the first place, possibly mortally. If you get noticed pick pocketing in the game after a quick fist fight or puncture of the assassination blade you will have defeated the threat and now must run and hide for a short period of time which is made extremely easy by utilizing the free running abilities. Using stealth in this part of the game is essential for a successful pick. There is always free running though to save you if you mess up or would rather do it the old fashioned way; stab and grab. Free running will let you scale the nearest building and get out of harm’s way before guards come or allow you to hide from them if you have been spotted. In real life, when you are noticed and cannot run away and hide from all repercussions, assuming you are not already dead, you can get arrested. If you try to attack the people reprimanding you there will be real big consequences like immediate death or life in prison rather than a small sentence for pick pocketing. Killing them and hiding usually does not make you home free. Then you have your family and friends who will disown you as family or friend because you just pick pocketed someone and either got beat up, killed, arrested, or killed. Even if you do get away you have the constant anxiety of getting caught for your actions and must live with what you have done. These real life situations are not presented in the game accurately. They do have consequences, both positive and negative, depending on how you completed them but they are not represented in a real life manner. Apart from being fictional it is imperative that you complete this act to save people’s lives in the game. Stealing and possibly killing your victim is easy for an assassin that must put feelings aside and take matters into his own hands. You as the player must be the assassin so playing as Ezio makes you become him. Ezio in the game, as far as the events that unfold and non player determined actions, proves that he does not have any real conscience when it comes to enemies or people in his way. So when playing this game it is imperative that you take on the true role of Ezio and do things the way he would if not being controlled by you. Running around killing at random is not the way he would do it but not hesitating to kill anyone that poses a threat is a part of his psyche.
Heralds are basically walking newspapers and announce everything, even warnings about a strange man that travels by roof tops and has a nag for being around important people when they die. If you use free running in a non stealth or public manor you are going to stick out, especially since the only other people in the game that can free run, like you, are thieves. You can stop them from talking by paying them off to keep quiet. Pick pocketing the Florins away from Heralds who you just paid to lower your notoriety it will raise a little but not as much as it was before. This brings up all the consequences for being caught which can still be possible. The third option, involves killing the Herald in a way that alerts no one and does not raise you notoriety and then grabbing your Florins off his dead body. Once again, stealth comes into play and the best way once hidden to get away from a dead body is to go up, disappear onto the roof tops to avoid guard suspicion and civilian righteousness. This is equivalent to paying the mail man not to deliver a part of the newspaper to his clients and then killing the mail man later when he is done with his route. Sounds ridiculous but this is perfectly normal in a game where assassinating and thievery is a perfectly legit way to exact revenge on for your family.
When you have Florins you can spend them in various ways which can complete many side objectives as well as make main objectives much easier. Florins can be obtained through pick pocketing, which we discussed already, completing story missions and completing Assassination Contracts (are orders given to you by Lorenzo de' Medici to Ezio to kill evil and powerful people). Upgrading your villa, Monteriggioni, will up your revenue that you receive every 20 minutes and increases the town’s wealth. Purchasing paintings, armor, weapon sets and other things from local stores helps boost the economy as well and in return you will receive discounts when shopping at these stores. Buying things for your villa, like paintings, allows you to reach 100% completion on the villa. That buying thing from local stores increases the town’s wealth and appearance; buying everything from stores that goes into your villa lets you reach 100% on your villa. When you upgrade your armor and weapons you can improve resistance to attacks and increase damage dealing. You can use your acquired Florins to hire people throughout Italy to distract enemies. This will make stealing, or entering buildings much easier as well. Another good way to distract people which will even help you to assassinate people more stealthily is the poison blade, which Ezio can use to poison a clueless guard. The guard will then attack people and make a spectacle of himself until he dies. This is a perfect time to complete assassinations and then escape, using free running, before people realize it was you. You can obtain this valuable item by bringing codex pages to Leonardo Da Vinci. To locate the codex pages you must synchronize on the Eagle Vision perches which you get too by free running up certain buildings dedicated on the map. Once at the codex location you must create distractions or kill guards to gain entry. There are multiple other gadgets that Leonardo can help you make that will help you play the game.
To use your valuable Poison Blade you must put poison in it, the only way to get that is to visit a street doctor that sells medicine which in high doses can kill. Like we talked about before poison can be used to make a distraction but can also be used to assassinate stealthily since it does kill. Florins can also buy Medicine that acts as a healing item which can be carried with you in your pouch. This is a must because Ezio cannot heal automatically. The number of Medicine Vials you can carry at one time increases when you upgrade your Medicine Pouch at a Tailor. The Tailors in your town of Florence that you have helped get back on their feet, economically wise will provide you with services like these at reduced prices. Tailors will also upgrade your throwing knife pouch and poison pouch so that way you can carry more materials that will make the game easier and help you play more effectively.
            All of these things help the players experience as much of the game as possible. These items concentrate on stealth and indirect conflict with anyone that does not need to be involved. This is the way of an assassin. Everything here branches off of free running, which is what also makes this game a unique one. No other game has utilized this freedom this way and done such a nice job of connecting all the tools used in the game to perform at the highest level. The message of a “Robin Hood” type character that goes to extremes to do what is needed is represented in this game. You steal from the rich, to help needy, you kill the evil to save the good and you do what is needed not what is right.

















Bibliography
The Rhetoric of Video Games, Ian Bogost from The Expressive power of Videogames. MIT
Press, 2007. ( I have not used this source yet but I will and I know this because we briefly discussed it in our meeting, it is not in final bibliography format)

Bogost “Procedural Rhetoric” (Cannot get open yet but will have info from here, I know this 
because of my notes that briefly explain this article)

Unit Operations: An Approach to Videogame Criticism by Ian Bogost (I am going to purchase a downloadable copy and look at the sections ‘From systems to Units’ and ‘Procedural Criticism’)


The immersion model of meaning by Fullbright. ( we talked about pulling the meaning of the
game out and I want to do that, but we just talked about so I have not had a chance to start yet.

Analysis: Story And The Trouble With ‘Emergent’ Narratives by Tom Cross( I am going to use
this article to help define emergent narratives in the game. Then I will look at how they affect the Procedural Rhetoric)  


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