Guest Contributor Allison Bray
It is a silent and unremarkable landscape devoid of people. A subdued version of the apocalypse. Depending on which direction you walk, and for how long, you may find hills, streams, farmhouses, or industrial areas. An approaching figure could be a zombie or a human being, but the latter does not guarantee survival. Humans are just as likely to kill you in order to loot your corpse. You’re equipped with little more than a flashlight—useless in a fight. If you run, and many do, the environment poses its own threats. You could die from hypothermia, starvation, dehydration, shock, blood loss, or infection. If you die, and everyone does, you lose everything. Start over.
That is the bleak and uncompromising experience of DayZ, a new online video game that’s been met with widespread acclaim despite—or perhaps because of—its gritty and utterly unsexy minimalism. DayZ could be described as a simplified zombie survival game with an emphasis on realism, or a realistic survival game that happens to include zombies. In either case, the simple premise doesn’t sound that different from many other games on the market. DayZ has set itself apart, however, by throwing out the prevailing formula and its familiar balance of narrative, character, and gameplay. As the gaming industry moves ever closer to cinematic standards in producing that balance, the small team responsible for DayZ stripped away the elements of narrative and character altogether, leaving little more than a player, their on-screen counterpart, and the very real question of what they are willing to do to keep that lone figure alive.
The first people who played it must have been baffled not so much by what they found, but what they didn’t find: DayZ drops you into a world without context or guidelines. Joining a server loads you onto the map, a fictional chunk of Eastern Europe roughly 225 square kilometers in size, but there is no introductory cut-scene establishing the details of your environment or anything else. Besides the lack of items, there is no map or compass automatically available for navigation. There are no tutorials for new players, no pop-up screens with tips or hints, and no witty sidekicks appear to ease the tension and help. Since this is a game downloaded online and not purchased at a store for sixty dollars, there isn’t a glossy booklet with explanations of the world and its items. The only information available is a small inventory screen, nearly empty at the start, and a small stats display that is a window into the heart of the game.
Like other games, some of the statistics relate to your success within this world, but success means something different in this world. No real plots or large objectives mean no progress meters, experience points or levels, and even though a counter keeps track of the number and type of kills (zombie or human), you don’t win by obtaining the highest tally of kills. You avoid losing by staying alive. Read the rest of this entry »