Metro 2033: Shared Involvement
As Calleja (2011) makes clear, the dimensions of the Player Involvement Model are not intended to be separated, but only for the purpose of analysis, I will write about shared involvement, fading the focus from narrative involvement (previous post) to the dimension of shared involvement.
Most of my experience with the game is related to the micro-involvement aspects as I didn't take time to expend it or share it with others. In-game wise, interaction with other agencies (characters) is essential to the game-play. The on-rails property of the game affords interaction with others, but it is always guided and tunneled. It is in opposition with freedom, but nevertheless, the game affords a good contact with other NPCs.
The storytelling is done with the help of other characters. You don’t get to spend too much time alone, as the game alternates between sole and cooperative gameplay (just like in HalfLife 2, Alyx and Gordon). When not in the hostile dark tunnels or on the toxic surface, but in the warmth of the underground cities, you are surrounded by characters with who there is a minimum of interaction. Simply by following a discussion, knocking on a door or press the action key on a person, you might get feedback. The characters that make more sense to the line of the game can’t get disturbed whenever the player wants, but only when the game sees fit. Superficially, it seems like a real social interaction —only if you pose as the intended player—, otherwise the game interaction with others feels like behind a glass wall. Anyway, it feels like the perfect cover op for a strict narrative, with the goal to make you feel involved.
The most prominent and well done artifact, as well as the most appealing part of the game is the mix of sole action and cooperative play. There is always a context set before the action and usually is set together with a NPC that takes part at the story and action of the game. The characters and the player merge seamlessly into one symbiotic team. Same thing often happens along the progression of the game. First you are briefed with the context of the action, then tension is built and finally, together with your comrades, resolves the conflict. Sometimes the player and his cooperator(s) have to help each other in order to progress (e.g. one drives and one shoots).
Despite the strong on-rails feel, the interaction with the characters gives value to the game because it succeeds in capturing simulated moments of real by creating atmosphere/space around and with the characters.

















