Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

Monday, January 9, 2012

The Age of the Dragons, part II: The Tragedie of Kirkwalle

Two households, both alike in dignity,
In fair Verona, where we lay our scene,
From ancient grudge break to new mutiny,
Where civil blood makes civil hands unclean.
From forth the fatal loins of these two foes
A pair of star-cross'd lovers take their life;
Whole misadventured piteous overthrows
Do with their death bury their parents' strife.

In my 9th grade English class, we read Shakespeare's Romeo and Juliet.  Nearly every public school freshman class in the United States does this, still, and has done for decades.  It's an educational rite of passage: turn 14, read about two horny Elizabethan teenagers and how they died.

At the time, I hated reading Romeo and Juliet.  I resented everything about it and only began to change my mind when Shakespeare in Love was released a few years later.  With the full force of ironic detachment that only a teenager can muster, I knew that it was "stupid."

But my English teacher was a wise woman.*  I remember very little of the details of her class, half a lifetime later, but I remember her teaching the prologue.  The tension, she explained, came from knowing that the story would end badly.  The core of the tragedy was in the audience understanding as the play unfolded that disaster could be averted, but having foreknowledge that it wouldn't be.  The story, from the outset, was a tale of doom, and in that knowledge lay its art and its power.

Romeo and Juliet and I eventually came to a truce, and while it's still not among my favorites, I respect it for what it is.  But in 10th grade English, a scant few months later, I took to Macbeth immediately and have remained a fan of the art of the Tragedy ever since.


"Maybe it's not as simple as you imagine..."


The typical model of a video game -- and particularly, a BioWare video game -- is to collect your allies, fight your enemies, and save the world.  These stories might have nuance in the details, but ultimately their shape is unambiguous and Romantic.  They're all variations on the hero's journey, and the player character is front and center to the story.  He or she is the lynchpin of all that happens in the game world, and his or her actions and skills can guarantee a positive outcome for The Good Guys.

Players went in to Dragon Age 2 expecting the arc of Star Wars and instead got handed something out of Sophocles.  Saving the world, after all, is par for the course.  No wonder so many were disappointed with what they got. 

"I'm not interested in stories.  I came to hear the truth."
"What makes you think I know the truth?"
"Don't lie to me!  You knew her even before she became the Champion!"
"Even if I did, I don't know where she is now."
"Do you have any idea what's at stake here?"
"Let me guess: your precious Chantry's fallen to pieces and put the entire world on the brink of war.  And you need the one person who could help you put it back together."
"The Champion was at the heart of it when it all began.  If you can't point me to her, tell me everything you know."
"You aren't worried I'll just make it up as I go?"
"Not. At. All."
"Then you'll need to hear the whole story..."
 
The events in Kirkwall leading up to the beginning of the Mage-Templar war centered around Carias Hawke.  She was quick with her wit and quicker with her daggers.  She was ruddier than her dark-haired sister Bethany, but anyone could tell they were sisters at a glance.  She tried to help apostate mages like her sister as best she could.  With all of her family lost to her, over time, she found unexpected comfort and love in the arms of a fugitive warrior elf from the Tevinter Imperium.  Although she knew him for seven years, she never did really understand what drove Anders -- once a close friend -- to recklessness, madness, and disaster.  Despite being deeply betrayed, she could not make herself betray in turn and so she chose to let Anders live, sending him away with the unspoken promise of a knife between the ribs if he should ever dare to show his face again.


The events in Kirkwall leading up to the beginning of the Mage-Templar war centered around Owen Hawke.  He was even-tempered, if prone to sarcasm, and though he was always willing to use his magical talents he, like his late sister, spent a lifetime carefully (if ultimately unsuccessfully) avoiding Templar attention.  In looks, he favored his brother Carver.  With all of his family lost to him, over time, he found his way into a torrid, passionate relationship with a fellow apostate and runaway Grey Warden.  He always knew what danger lurked within Anders but felt that maybe, if he didn't poke at it, they could avoid recklessness, madness, and disaster.  Despite a zealous, selfish, and destructive betrayal, he wouldn't turn on the man he loved.  With no small measure of worry, he chose -- for a while -- to accept his lover's apparently sincere desire to remain in his life, and after the fight at the Gallows they disappeared into the wilds together.

The modern BioWare RPGs are, in a critical way, always about your story.  The initial approach to one is the story the player has chosen to tell, for whatever reason: moral self-insertion; a pre-written, pre-determined RP approach to a character; the fine art of just picking things in the moment because you don't give a damn.  It's an individual story, and the first playthrough becomes the story that the player tells about the events of the game.  (This is true of both the Mass Effect and Dragon Age franchises, to date.)

The first story is my story.  Carias (which sounds better than it's spelled) Hawke is my canon Hawke, and when Dragon Age 3 inevitably rolls around the events of her life are the tale I will import and carry forward.  Hers is the story I have chosen to tell, and the game supported and encouraged my telling it.

The second story feels closer to being the story.  Owen, through his outsider status as a mage and his relationship with Anders, uncovered huge swaths of motivation, narrative, and foreshadowing to which Carias was not privy.  His was the second story I chose to tell, and the game not only supported and encouraged my telling it, but embraced it.

The key to reconciling these two different stories -- full arrays of different choices -- against each other and the fixed nature of the plot is through the mechanic of after-the-fact narration.  It's interesting, seeing where the "Eye of God" viewpoint falls in Dragon Age 2.  The story the player chooses to tell always meets some of the same goalposts, and while Varric's narration of events has a few tweaks, it's fundamentally immutable.

Indeed, for all that the player controls Hawke, in a meaningful sense the player is better represented by Varric.  His presence as narrator -- and a potentially unreliable one, as far as both Cassandra and the player are concerned -- echoes and underlines the entire concept of the player making choices in what is ultimately a forced linear tragic narrative.  "Here's how it really happened," the player says, and no one can particularly gainsay it because the ultimate sequence of events is still the same: Hawke came to Kirkwall in 9:30, in some way knew these 7 or 8 individuals, and in 9:37 was present when Anders destroyed the Chantry.  Cassandra may stop Varric in moments of true absurdity but otherwise, she believes the story he has to tell about Hawke, no matter how it unfolds.

A brief diversion: one theory of visual arts (in particular, film) holds that the viewer's participation is a necessary part of creating meaning, including narrative meaning.  The director and team who assemble a movie can give visual and aural depictions to their hearts' content, but true meaning comes from the viewer's foreknowledge and ability to make connections.  For example, a shot in which the camera pans through a poor, downtrodden city neighborhood relies on the viewer's knowledge of urban poverty, or at least common cultural symbols of urban poverty, in order to work.  Viewers with different backgrounds will create sightly different interpretations of such a shot and the film of which it is a part.

In the game, the player's participation in creation of meaning is more concrete, but in the same vein.  Essentially, we at the keyboard or holding the controller are standing in the wings, feeding Varric his lines for Cassandra.  The narrative on-screen is fixed: Hawke will always find the Thaig in the Deep Roads, Quentin will always kill Leandra, and Anders will always explode the Chantry.  But much of the why is up to the player's interpretation and manipulation of the text.

"A last toast, then: to the fallen."


The stories of both Carias and Owen Hawke are arguably tragedies, in the classic sense.  Only one of them gives all of the necessary markers along the way such that the player can see the shape of the story, understand its tragic nature, spot the oncoming disaster before it comes, and realize that Hawke in fact is not the center of the bigger tale.

The game more or less works no matter how one chooses to assemble its pieces.  Any combination of friendship and rivalry, any combination of party members taken adventuring, and any Hawke class or set of skills -- all will add up to a total story.  The player takes control of this Fereldan refugee and fills in the blanks however s/he likes, and it flows.

But rather than punishing the player for not making the "right" choices, Dragon Age 2 uses something of a carrot rather than a stick approach to authorial intent.   The game rewards certain choices by adding layers of character background and motivation to certain stories and certain party combinations.  My Hawke never knew that eventually, Fenris and Isabela could start a relationship -- and my other Hawke only found out by chance.  My Hawke missed out on some of Anders's political passion, but my other Hawke found his lover's manifestos lying all over the house during the years they lived together in Hightown.  My Hawke relied on Fenris to help her negotiate tricky moments with the Qunari; my other Hawke convinced Isabela to give the tome back.

I didn't feel shortchanged, at all, the first time I played through the game.  (Or the second, which immediately echoed the first, with nearly identical choices but with a better understanding of how it all worked and eye to foreshadowing.  Owen's game was number three.)  I never regretted the decision to roll a female character, to play a class other than mage, or to avoid the Anders romance.  I like that story, and that Hawke, and stand by the impulse to make it "my" canon.  But that "other" Hawke -- the mage who had to deal with Carver, who lost Bethany, who chose Anders -- seemed to get the full story, in the shape of so much dialogue I might never have known was in the game.  And while the game never forces a single direction on the player's character, when playing the "real" canon story, the "right" story, there's a feeling to be had that one has fallen very smoothly into the story that the game wants to tell.**

"There's power in stories, though. That's all history is: the best tales. The ones that last. Might as well be mine."

The fun part is, no player would ever be able to discover the difference -- to hear all of the details of the story -- without playing through the game at least twice.  Usually when we say a game has "replay value," we aren't talking about the strictly scripted, generally linear, straight-narrative games.  After all: their skills are easy to master and we know how their stories go.  Why revisit?

To me, the reasons to revisit Dragon Age 2 (beyond the same "old friend" reasons I revisit favorite books and movies) seem obvious: because this time, your concept of context is well enough honed to hear the prologue.  Varric's words can no longer slide through your consciousness and back out: when he describes the state of the Chantry and the Circles, when he intimates doom for Hawke's sibling on the Deep Roads, when he convinces Cassandra "if Hawke had only known..."  In all of these moments, Varric, our narrator, is helping us create the tragic arc.

Foreshadowing, after all, is a particular kind of thrilling agony when the player (viewer, reader) does, in fact, know what's going to happen as the story unfolds.***  And sometimes, it's the core of the entire thing.  And so we find ourselves winding back to Shakespeare and to Aristotle, back to stories that advertise up-front that there is no winning solution to be had.

"I removed the chance of compromise, because there is no compromise."

The true story of Dragon Age 2, especially when thought of as the middle chapter of a story that began with Dragon Age: Origins and Awakening, is the tragedy of Anders and the Chantry.  Hawke is a lens for understanding the story, rather than an end unto him- or herself.  Such a construction directly contradicts nearly everything players have been led to expect from 20-30 years' worth of tradition and history in the western RPG.

Subverting expectations and deliberately playing with tropes is tricky, and Dragon Age 2 paid a price for its efforts.  Close to a year after its initial release, player and critic opinions still stare each other down from across a mile wide, love-it-or-hate-it canyon.

In the end, perhaps it doesn't matter.  Dragon Age 2 was exactly the right game, but it seems to have landed in the wrong franchise, or at the wrong time, or with the wrong marketing.  BioWare's official position as they unofficially talk about Dragon Age 3 seems to be that they're willing to be carried at least in part by the tide shouting that this tragedy was a misstep.  The internet clamors for the combat-focused, exploration-driven, skill-and-inventory driven classic party-based RPG that Dragon Age: Origins was heir to.   DA2 instead brought a city full of companions to life and mainly gave the player's avatar a reason to be a witness to the inevitable bubbling over of violence that began the Mage-Templar War.

That war could yet destroy Thedas, and so whatever avatar takes center stage in the final installment of the trilogy will, I'm sure, be out to save the world.  No doubt he or she will briefly meet survivors of both the Fifth Blight and the Battle of Kirkwall.  And I suspect that he or she will find Thedas to be salvageable, and so help create a brave new world.

And stepping forth upon a new and mysterious shore, with all the problems of the world untangled?  That one's for the Comedies.

***
For further reading on the telling of tragedies in video games: Line Hollis, Four Types of Videogame Tragedy.  And for excellent further reading on Hawke and the Heroine's Journey, see here, on Flutiebear's tumblr.




* Mrs. Lucy Myers, of Belmont High School. To whom I owe rather a lot, not least of which is thanks for putting up with 14-year-old me.

**The Mass Effect franchise does this even more strongly than the Dragon Age franchise does.  Although Shepard can make a limited variety of choices along the way, particularly in the area of romance, certain decisions (Liara) have less friction against the rest of the text in ME / ME2 than others do.

***Leandra's cheerful, happy talk early in Act II of finding a suitor is pretty much yell-at-the-computer heartbreaking on a second go.

Monday, November 14, 2011

The evolution of the RPG... and me.

A year or two ago, I (rather infamously) drew my line in the sand: I do not like party-based games, I declared, and never had.

Following this assertion (brought on at that moment by disliking Dragon Age: Origins), I've played both Mass Effect games, am currently in the midst of Chrono Cross, and just devoured the entirety of Dragon Age 2 in a few days.  And yet in many ways I stand by my original statement -- so what's changed?

I'll be honest, lady rogue Hawke pretty much always took Fenris, Varric, and Merrill, by the middle of Act II.

I'll admit that in part, I've changed.  Though I've been loving games and digital worlds since I was a kid, my consumption of various game types has really ramped up in the last three years and I've been exposed to, and learned patience for, some kinds of game design that I hadn't gained wide experience with before.  Game appreciation, like film appreciation, is tied to a sense of time and place, and an understanding of the history of the art.  My sense of history is still developing.

Crucially, though, the games themselves have also been evolving.  The difference in feel between Dragon Age: Origins, which hearkens back to an older era of games, and Dragon Age 2, which feels very modern, really crystallizes that evolution for me.  Thanks in large part (though not solely) to BioWare's recent design choices, I've been able to narrow down a bit what it is I actually hate about party based gaming.

In a word?  Micromanagement.

For some people, this is fun. I will never truly understand those people.

For me, the joy of playing has never been in the numbers, the tactics, or the methodical min/max situation.  I am fundamentally a lazy gamer: I don't want to control a hundred things at once.  I'm willing to be responsible for one character and for her tactics, skills, attributes, gear, inventory, and personality.  I tend to gravitate toward one character type and I tend to play that type the same way across games.* I like passive skills and quick kills, and I prefer not having to overthink every single character placement or tactical choice.

If I'm playing a game where character development is the focus -- in broad strokes, the RPG genre -- then what I want is to take control of my avatar and to understand and master her personality and talents.  I don't want to be responsible for controlling others.  It's a selfish impulse ("don't be dead weight I have to drag around") but also a self-protective one ("I just can't manage both of us correctly at once; you'll get short shrift").

My aversion to having to worry what others are up to has led to some downright comical contortions. During my EverQuest II years, I was three solid months into the game and level 28 (back when it was much less solo-friendly)  before I ever joined a group.  The folks I grouped with were all in the same guild and I joined up with them a few days later.  That's how I eventually discovered the pleasure of watching a plan laid and executed with a minimum of communication.  Everyone knew their roles: tanks took the hits, healers healed, chanters controlled crowds, and DPS damaged things.  Sure, for special bosses or raid zones (or one memorable five-Fury group) we discussed strategy at greater length, but each character always knew her role because each was controlled by an autonomous being somewhere, an individual man or woman at a keyboard just like me.

Some of those raid strategies worked better than others. Running a new x2 zone on Test, June '05.

When handed Divinity II and Dragon Age: Origins in the same week, I gravitated to the former because I could simply strike out into the world as I pleased, without worrying about what others wanted, needed, or thought of me.  I've been bored, in the past, with having to make the rounds among companions and crew to check in on each and every one of them and their personal needs.

I've been thinking about the "why" a great deal over the past week.  I think it's because for a long time, in many of the games I played, companion characters' personal needs either felt mechanical, pointless, or kind of unhinged.  That's a personal assertion, and not necessarily a quality-of-games one; it has to do with my own particular wiring.  As much as I hate to admit it, because I'm a book-lover through and through and an imaginative one at that, I think what's actually hooking me into this new RPG era is the voice-over work.

When I play a game like Chrono Trigger or Chrono Cross, everyone sort of sounds the same.  Yes, I imagine characters speaking differently, with different cadences, accents, and mannerisms, but in the end every voice is still, on some level, mine.  I can't give other characters inflection that I can't imagine and active as my imagination is, in a text-only world my interpretations might run counter to the scene's intent.

In fact, I'm running into this fairly often in Dragon Age: Origins, which I'm now giving another try.**  With an unvoiced Grey Warden, it's up to me to guess whether a comment she can make is sarcastic or genuine, and whether that comment is made jokingly or earnestly.  As a result, other characters' responses are not necessarily what I expect or what I'm aiming for.  I've run into some disapproval situations that I didn't see coming, because I didn't realize the Warden was going to be perceived as confrontational rather than as politely direct.  (Also because Morrigan disapproves of roughly everything.)

And when Morrigan disapproves, she lights you on fire. It's just her way.
Having companions find their voices has upended the way I view these NPCs in my games.  It's an emotional connection to the narrative and its world that isn't a new concept, but that makes me personally care a great deal more.  Even in a silent protagonist, fundamentally single-player game like Fallout: New Vegas, companion voices make me feel differently and realign my priorities.  I want to earn Boone's respect, not his easily-granted disgust.  Hearing Arcade move from self-effacing sarcasm to honesty over time makes me feel trustworthy.  Disappointing Veronica makes me feel like I've kicked a puppy.  And actually getting to hear Christine talk and explain, after she had been rather violently robbed of her voice, is deeply satisfying.

The recent BioWare titles (the Dragon Age and Mass Effect franchises) have done a rather extraordinary job of surrounding me with characters I care about.  Between advancements in game tech and a strong investment in decent writing, I'm able to immerse myself in the illusion that my [Hawke / Shepard / Warden] is surrounded by other people, as real as my intervention has made the PC, with their own voices, stories, and personalities.  And they can control themselves.

Should I be so inclined I could order Garrus which baddies to shoot and when, but I never have to.  (I choose not to play on difficulty settings where that level of tactics would be required.)  I can take control of Isabela or Aveline, or issue direct commands to them, but I don't have to.  Without very much intervention (adding health potions to their tactics), Fenris knows how to watch my back and stupid Anders knows how to heal the party as needed.  Varric doesn't need me to issue a complex set of numbers and commands in order to seriously own that crossbow.

The ability and choice for the player character to have intimate and meaningful one-on-one conversations with non-player-characters has reframed the way I relate to a game.  If I need to make a complex or consequential decision in Chrono Cross, I look at a guide, or I talk it over with a friend (i.e. the spouse) who has played the game before and can give me non-spoiler guidance.  But when I need to make a complex or consequential decision in a game like Dragon Age 2, I have Hawke talk to her friends.  They become her guides and, by extension, mine.  Does Aveline disapprove of a choice?  She must have a reason and it's worth asking her before I act.

I'm used to NPC companions either feeling burdensome or feeling invisible -- for all that I liked, say, Lucca and Frog in Chrono Trigger, taking their turns in combat just meant me moving through one list of all options, and switching party members roughly meant switching combat tactic options and not much else.  That both game design and I have reached a stage where player companions feel almost like MMO buddies has been revelatory.  For the first time, when given the choice I care more about my companions' quests, evolution, and goodwill than I do about exploring every corner of the world (though I still do) or about the main story (which always comes around again in due time).

I haven't always particularly enjoyed characters' quests (bite me, Anders) or supported their loyalty missions (you too, Zaeed).  But as this year in gaming starts to wind down, I'm realizing that now, the companion quests are the ones I want to appear more often.  I enjoy making it a point to wander around the Normandy, or around Kirkwall, or around the campfire.  Fenris, Anders, Aveline, Varric, Isabela, Merrill -- their stories, their trust and forgiveness (or betrayal), are what was important to me in Dragon Age 2.  And as I look toward 2012 and Mass Effect 3, I know that Shepard can stare down the Reaper threat, but what I really want is to be sure that Garrus, Liara, Wrex, and Tali will trust her and stand by her side while she does.

Until then, back to Chrono Cross, where Kid is Australian and Poshul is desperately annoying -- but everyone is as silent as Serge. 


*For the record, that type is rogue / thief / assassin, heavy on the stealth and dual-wield or, in a futuristic setting like ME, on sniper tactics.  Sneak-and-stab or sneak-and-shoot: if they see me coming I'm doing it wrong.

**Because seriously, I want to see if I can find out why [DA:O character who appears at the end of DA2 with Cassandra] shows up then and there, 6-7 years after the events of DA:O.  Context: I needs it.



~~~~~~~~~~

And for more discussion on party-based gaming, that happened to come up while I was in the middle of this personal meditation, see Ta-Nehisi Coates and the Horde on The Future of the Computer Role-Playing Game.

Monday, November 7, 2011

Punch Anders in the Face, or: How I Learned to Stop Worrying and Hate the Bomb.

I'm playing Dragon Age II, as everyone who follows me on Twitter will have heard a thousand times in the last week.  At the point of this writing I'm in the middle of Act III, with a female rogue Hawke.  Spoilers for 2/3 of the game (and predictions about the remaining events) follow.

Because this is a BioWare game, Hawke picks up a number of companions along her way.  And because this is a BioWare game, those companions are strongly-written individuals, with their own stories, characteristics, personalities, and lives.  Despite my low-level general dislike of party-based gaming even now (which is a longer post that I've started writing but put on the back burner because this post was more urgent), Hawke's companions are the entire reason I'm playing DAII.  I love them, they are fantastic, and I want to spend more time with them.

Especially Fenris who, while always brooding, doesn't always look quite that murderous.

Bethany, Aveline, Varric, Merrill, Anders, Fenris, and Isabela -- these are the seven characters whose story this game is here to tell.  (I'm aware that if I had any DLC, there'd be more.)  And dropped into the middle of their lives, the thread connecting them all and drawing them and their stories together, is Hawke.

I like to think of myself as a generally decent person, with a healthy amount of self-respect.  I'm a constant work in progress (who isn't?), but I'm a reasonably well-adjusted adult and I make a point of surrounding myself with non-toxic people: with good friends.  Sure, some of us don't call as often as we'd like, and I've got some friends who have opinions I disagree with, or who have made choices I don't like.  But generally, we're respectful of each other, we trust each other, and we don't use or lie to each other.

This Hawke (blue-eyed red-haired Miriam), like my Shepard before her and my Courier and Lone Wanderer before them, is an extension of me.  She looks quite a bit like me, she shares my preferences and tastes, and she shares my moral compass.  That's how I like to play an RPG of this sort.  When Varric and Merrill are good friends to Hawke, I then feel that they are good friends.  This is by design; especially on a first playthrough, we're often meant to put ourselves, the players, in the hero's shoes.

So when Aveline, flustered, comes to Hawke for help with her love life, I feel like I'm helping a (hapless) friend.  When Varric good-naturedly gives Hawke shit just because he can, I feel like I'm joking around with a friend.  When Merrill bares her soul to Hawke, I feel like I have been trusted by a friend.  When Fenris walks around town wearing Hawke's crest on his belt, I feel a little more gushy than "just friend" ( <3 ).

Which means when after two acts -- seven story years -- of friendship, Anders lies to Hawke and uses her?  I get angry with the betrayals of a "friend."

Anders wants to justify himself.
Through the first two acts of DAII, I kept working toward friendship with Anders because, overall, I agreed with him.  Mages really do get the short end of the stick in the society of the Dragon Age games, and it's a big problem.  Knight-Commander Meredith in particular is a power-hungry ass and a liar and I'd like her deposed promptly, possibly even at the point of my dagger if that's what it takes.  There are enormous problems of inequal rights and prejudice all over Thedas and I'll even concede that, despite my strong personal preferences, solving them might require violent tactics rather than diplomacy.  And I'm always good for fighting injustice.

I had no strong reason to be rivals with Anders.  Our means were different but our goals, overall, the same.  I could set aside his overbearing righteousness with an internal eye-roll, pick witty dialogue, and have us continue along our mutual goal of "kill ALL the monsters!"  And of course, one of my biggest issues as a gamer is the deep-seated need for everyone to like meNearly always

So I was inclined to give Anders a chance, despite his flaws and quirks.  He's a prominent NPC and a party member: surely I'm meant to cut him some slack?

Demonic posession is kind of a big personality quirk, IMHO.

I managed benign disintrest with Anders until reaching his Act III quest, "Justice," at which point I instantly developed an overwhelming desire to punch him in the face.  Twice.  The quest is nothing short of infuriating.  By the point in the game at which Anders asks you to go gather some ingredients for him, the game has made sure that Hawke knows (1) there hasn't been a known way to separate a demon and host without killing them, and (2) dwarves and Qunari both make, steal, or have gunpowder / explosives.

And so, Anders sends Hawke forth to collect saltpeter and sulfur for him, assuming:
  • That she is too stupid to know what these ingredients are
  • That she is too stupid to know what these ingredients do
  • That she will trust whatever it is Anders tells her
  • That she doesn't actually need to know what she's up to, because Anders said so
  • That she'll be fine with this gaping and suspicious hole in knowledge
  • That she won't actually put together the ninety million clues surrounding this request
  • That his cause is so righteous that it's all right to hurt everyone and everything else for it...
  • ...including the people he supposedly wants most to help.
I can get behind a lot of suspicious behavior, in a game.  But a supposed friend lying to me in order to go make a (potentially suicide) bomb and blow the shit out of people whose fight this isn't?  I don't think so, friend.

I stewed over this for quite a while.  My first concern came from a game mechanics perspective: helping Anders, or indeed aiding magi in general, make it challenging to maximize friendship with Fenris.  Having chosen the Fenris romance, and choosing to believe that the character has a better nature that Hawke can appeal to, I find I need to be very careful in what order I choose to help people.  And so at first I'd framed the problem as, "How can I be sure to do everything I need to with Fenris first, so that then I can do what I need to for Anders?"

After sleeping on that for a night, though, I finally realized the solution: to hell with Anders.  If a real friend of mine in the flesh-and-blood world pulled the sort of shenanigans he's up to, I'd be unable to remain close to that person.  Our relationship would strain and although I might feel wistful for the loss of what once was, I wouldn't feel guilt about cutting ties.  So why I have been letting my pixellated avatar be guilted or bullied into giving support that I wouldn't give?  If Hawke is modeled after my gut and my ethics, why on earth would I let her put up with this?

For all that I've always needed to maximize the number of NPCs who like or respect my PC, I've never particularly needed the bad guys to like me.  Why would I?  They're terrible people and I'm perfectly comfortable being morally opposed to them.  The Legion, the Reapers -- their disapproval is a point of pride.  And for all that I try to avoid conflict and remain friendly in the real world, there are some people out there whose approval I've never sought.  If the racists and homophobes of the world ever start singing my praises, I'll have a serious and urgent need to re-examine the course of my life.

What Dragon Age II has done for me is that it has allowed me to bring that last, formerly missing piece of my personal moral core with me into my characters.  You know what?  I don't need Anders to like me!  I don't need to help him.  And if he's making a series of poor choices that harm Miriam Hawke's life and her other relationships?  He can go to hell.

For all that I raged and agonized about Kate Shepard's inability to keep both Jack and Miranda loyal in Mass Effect 2, I appreciate that it happened.  Sometimes, when you're surrounded by people with different priorities, you do find yourself in conflict, and there's not a soul on earth powerful enough to resolve every single conflict among his or her peers just through the force of good will alone.  Companions might choose a (metaphorical) hill to die on that ends a friendship, or co-workers might join cause for a common goal even if they hate you.  That's how the real world works.  And if I'm looking for mature nuance in my game writing (which I am), I have to be able to acknowledge that there are some hurts that my heroes just can't fix.

I've avoided spoilers regarding the rest of the game, but I'm pretty convinced at this point that Anders is going to blow the shit out of a major part of Kirkwall with or without Hawke's help.  As a result, innocent people are going to die -- a lot of them.

Knowing that, and knowing that Anders is so set on his path that he won't even tell Hawke the truth, to let her give him aid freely or not at all?  He can well and truly go to hell.  Blackmail is no mark of friendship, and I'm over it.  Anders has cured me of one small portion of the ego of the gamer, and brought me to a more mature approach toward my characters as a consequence.

I'll still create characters who are essentially me and play as if I were there, because that's half the fun.  But I the player have the self-respect not to take abuse or cavort with assholes, and now I've realized: Hawke does too.

I'm choosing against friendship and I'm choosing against helping, and those go against my grain. 30 years of RPGs have taught me to accept every quest and seek every approval, and 30 years of female socialization have taught me to be careful when and how I make waves.

But 30 years of moral judgement have also taught me right from wrong.  Anders is wrong, and feeling that I can and should tell him so is surprisingly satisfying.  I just wish there were a "punch in the face" animation to go with.

Monday, July 11, 2011

Into the West?

A few months ago I was casting about for suggestions on what game I should try next, and several folks suggested Enslaved: Odyssey to the West.  It showed up for just over $15 on Amazon not long afterward so I grabbed it.  We decided it was an "us" game (one that my husband and I play together -- we regularly have an us game running, as well as each having our own) and last weekend we finished playing it.

The rest is behind the jump, for plot spoilers and strong, lengthy opinions from Your Critic.

Wednesday, May 25, 2011

How Portal 2 became a domestic World War 3

I follow #AltDevBlogADay on Twitter.  It's true, I don't understand most of the heavily technical posts or discussions (a coder, I am not), but I do find it fascinating to see what industry and development trends designers are talking about.

And every now and then, there's a true gem that I do understand.

Mike Jungbluth, today, shared a post called, "What does your game believe in?"  It's a fairly lengthy piece (albeit shorter than most of the ones I write here, heh) but has a couple of crucial excerpts:
From the characters that we control, the world they live in, and how the player interacts with each, if the core beliefs are consistent and persistent, that will be felt on an incredibly deep level. In fact, you could even call it the heart and soul of a game. That sort of special x-factor that helps to make a game feel more alive than even a bigger budget game sitting next to it on the shelf.

But like having beliefs in real life, it is a double edge sword. As soon as those beliefs are called into question, your entire reality can become questionable. The deeper or more core to the person or world the belief, the further everything can come crashing down the moment they are betrayed.
And:
Beyond just model sheets and reference for movements, really think about what drives the character forward. What has lead them to the point they are at when the game starts, and where do they draw the line in their world, as to what they believe in. Do their beliefs change or grow as the game progresses?


Do they mind getting their hands dirty or are they reluctant to do so? Both can allow for the same overall gameplay and creation of assets, but being aware of what they believe can make what happens before, during and after all the more meaningful when the animations or dialog matches those beliefs. This goes for not only the character, but the player. In fact, going a step further, this is how we can even begin to color the player’s beliefs, and make them question their own values versus those of the characters in the game.

One thing I love about this article is that, without using the exact words, it basically translates into: "HEY PEOPLE.  WRITE REAL, FULLY FLESHED-OUT, PLAUSIBLE CHARACTERS IN YOUR GAMES."  That's a piece of advice I can most certainly get behind.

It's worth observing, here, that both times I have attended a panel on female characters in gaming (in 2009 and again in 2010, both at PAX East), the conversation around character writing quickly lapses into a festival of complaints.  Our female characters are badly written and one-dimensional, the cry goes -- but someone quickly adds, "And so are the men."  And it's often true.

As the article cited above itself points out: Nathan Drake has all of the depth and consistency of a washcloth.  I love the Uncharted franchise but that's kind of in spite of itself.  Drake is a fun character but Jungbluth is completely correct to observe that cut-scene Drake and player-driven Drake basically have two completely different sets of beliefs and priorities, and I find that sort of writing jarring.

On the other hand, Bioware is renowned for putting breadth and depth into their character writing, and for making plausibly character-driven games.  The Dragon Age and Mass Effect franchises have now become bywords among gamers looking for thoughtful character and narrative design.  And their titles are selling, and selling well, so there's definitely hope for more of this kind of design in the future.

"But wait," you ask.  "What does any of this have to do with Portal 2?"

One of the longest, deepest arguments Your Critic and her spouse have ever had (and we've known each other since 1997) took place during the first week of Portal 2's release.  It happened in slow motion over three days and was, frankly, exhausting.  And what caused this argument?

In its purest form, the fight was over Chell's moral compass and character consistency.  Yes, really.

With some story spoilers for Portal 2: A series of events (chapter 1 - 5) in the game create a situation where your arch-nemesis, the computer GLaDOS, is being stored in and powered by a potato battery.  The beginning of chapter 6 separates Chell and GLaDOS, but at the end of chapter 6 you and your 1.1 volts of spudly evil are reunited, and in order to progress from chapter 6 to chapter 7, the player is required to pick up and then carry the potato.

And what about this angered Your Critic's spouse so?  In his own words

The overarching plot of Portal 1 is really Chell vs. GlaDOS. In Portal 2, GlaDOS is pretty bitter about it, and continues to try to kill Chell in myriad ways.

But then GlaDOS is rendered helpless and stashed in a potato. When you find the potato in 70s Aperture Science, she asks you to take her with you to replace Wheatley before he destroys Aperture Science.

My problem with it: Why in God's name would anyone want to do that?

It makes no sense. Here's the malevolent AI who wants you dead, and she's asking you to help her. The only evidence that you have at that point that Wheatley might destroy Aperture are some distant rumbling sounds. GlaDOS has been a proven schemer and liar so there's not a whole lot of reason given to trust her. She's exceedingly likely to betray you given first opportunity. So why save her? Why bring her back to power? Why would Chell choose to trust her mortal enemy on her word alone?

And even if she's right, what's the worst that happens? Aperture is destroyed, preventing anyone else from falling prey to its malevolent experiments. That doesn't sound so bad to me.

All I wanted to do when I found the potato was destroy it. Hurl it into the abyss. Mash it into a side item and put gravy on it. But the game wouldn't let me. The game forced me as a player to act completely contrary to what I felt anyone would normally act. And I hated it for that.

I did not take this plot development so badly amiss, and many players did not.  But the other gamer in my household exactly encountered the phenomenon about which Jungbluth was writing: a belief dissonance so stark that his preference was to walk away from the PC rather than to complete one of the most acclaimed games of 2011 (and the second installment in the most acclaimed franchise maybe ever).

All of this serves to remind us that good writing in games, needs to be front and center, not secondary.  As this industry, entertainment medium, and art form matures, the real crux of it all is what stories we're telling, and how carefully we're telling them.  Narrative gaming* is just the means, not the end.

*NB: Narrative gaming and non-narrative gaming are still fairly different; the latter is more in line with Tetris or chess or whatnot, and that's a different beast.

Wednesday, May 11, 2011

Beyond the Girl Gamer 1.4: Best Supporting Actress

Beyond the Girl Gamer: Introduction | 1.1 | 1.2 | 1.3
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In this series, so far the character discussion has focused on protagonists and player characters -- our heroes, as it were. But the worlds in which we game are teeming with sidekicks, companions, antagonists, villains, and other NPCs.

And when I say teeming, I mean it.  First I sat down to list off "just a few," but even limiting myself only to games I personally have played in the last two years, I immediately came up with: GLaDOS, The Boss, Naomi Hunter, Liara T'Soni, Jack, Miranda Lawson, Dr. Chakwas, Rose of Sharon Cassidy, Veronica Santangelo, Christine Royce, Chloe Frazer, Elena Fisher, Lucy Stillman, and Madison Paige.  That batch was just my immediate first thought -- clearly, there are hundreds or thousands more we could discuss.

Cass, Dr. Chakwas, Chloe, Elena, GLaDOS, Jack, Liara, Lucy, Madison, Miranda, Naomi, and Veronica.

There's more than a bit of variety in types there, to be sure.  Some of those characters are presented in a deliberately sexualized way; many, interestingly, are not.  Some of these characters defy stereotypes; some reinforce them.  (And despite the variety in their names, there's not much racial diversity in this collage, nor in the characters I named but didn't grab images of.)  But what they have in common is that most of them do actually get to be characters.  We don't know as much about them as we hope to know about our player characters, but many of them are at least given histories as plausible and deep as those of the main characters.

What I want to see in a female member of the supporting cast is a woman who helps to serve the story by what she does, rather than by what is done to her.  And let's face it: fiction (not just gaming, but also literature, television, and film) is chock-full of women whose purpose as a plot device is to be victimized.  This is where we get the Women in Refrigerators trope.

As with many of the issues of representation in media, the issue is more an aggregate one than an individual one.  One story of a man avenging his raped and murdered wife would be one thing, but hundreds of stories about a man avenging a raped and murdered woman add up to another thing entirely.  The same applies across all problematic, over-used tropes: the incompetent father, the black criminal, the Spanish-speaking housemaid...  By itself, any of these stories could stand as a story of one incompetent man, or one victimized woman -- but together, they add up to an ugly and problematic cultural picture.

One of the best things about Portal (the first) is that GLaDOS serves the plot entirely, 100% by what she does.  Nothing has been done to her and she is not in any way a victim: she is the guide and antagonist, full stop.  On the other hand, by Portal 2 this has changed.  Her motivation is now based on something that was done to her in the first game: she's pretty damn pissed off about you having dismantled her in the boss fight.  But her "murder" at the end of Portal isn't exactly what I would call "victimization" and even through being transformed into a potato she maintains her vindictive core.  Whichever way you look at it, circumstances force her into a passive role, rather than an active one, and that is indeed where so many female characters find themselves.

For the most frustrating example of passivity (in the "what is done to her" sense) in modern gaming, I nominate Madison Paige of Heavy Rain.

Oh, Madison.

You first meet her while she is asleep in her apartment, in her underwear.  She putters around with insomnia for a while (where the player can look at her digs and even have her take a shower).  Then she's suddenly attacked by a team of shadowy men assaulting her, a (surprise, dream!) sequence that always ends in her capture and death.

This is your first impression of Madison Paige.  Not with her family (like Ethan Mars) or at work (like Norman Jayden or Scott Shelby), but inexplicably the victim of a violent physical attack.

Further scenes with Madison have her escaping a horrific serial killer with some pretty damn creepy rapist overtones, removing half her clothes to get access to a slumlord, removing the other half of her clothes at the slumlord's violent insistence, playing nursemaid to the male lead at least twice, spontaneous sex with the male lead, and being trapped in a burning apartment (although there "woman in refrigerator" is actually the non-death answer).

And that's if you do the "good" Madison who survives the whole game as a character in play with all the "right" choices: boobs, nursing, boobs, nursing, ass, sex, boobs, and repeated victim or near-victim of graphic, horrible, sexualized violence and attempted rape.  Even my extremely mild-mannered, no-strong-words, no-drinking, no-swearing, even-tempered father-in-law remarked aloud that the best (and only memorable) thing about her was her rear end, and that the only understanding he got from her scenes was that she was fun to watch.  And I think that's about all Quantic Dream intended.

I recently wrote about the role and presentation of some female companion characters in Mass Effect 2.  I had wanted to write that first so I wouldn't repeat myself here -- so if you're curious what I think about Miranda's rear or Jack's outfit, look there.  In terms of writing, though, I do give BioWare full credit: all members of your party seem to be roughly equally developed.  They each have a loyalty mission (most of which seem to involve some serious daddy issues) and they each have roughly the same amount to say when you're just kicking around the Normandy.  Although some of their physical assets may be overdeveloped (and isn't that always the way), their stories at least aren't underdeveloped, at least as compared to the male characters.

Not all female sidekicks get that level of development.  Elena Fisher of the Uncharted games is a journalist who's fairly kick-ass (and certainly competent) in her own right.  But she and other similar characters (Lucy in Assassin's Creed: Brotherhood leaps to mind) blend together by being underdeveloped.  I really would have loved a few more lines in Uncharted or especially Uncharted 2 just letting us know why Elena was around, and what she ever would have seen in Drake.  Her character was so close to being awesome that I really wish they'd taken a few extra steps and brought her farther to the front. (On the other hand, Uncharted 3 seems to be setting itself up with a prominent female villain, so I do look forward to writing more about this franchise at the end of the year.)

There's always so much going on in the supporting cast of a video game that sometimes it's hard to unpack all the steps that are involved.  Are there even any women?  If so, must their gender serve a specific narrative purpose or is it the "coin toss?"  If there are women, are they granted the same character status as men?  And how do they dress, walk, speak, and present themselves?  I've only mentioned the tiniest handful of games here, because I'm just one gamer and this is just one post.  There are thousands more we could discuss, some of which I would agree "do it right," and others... not so much.  (And I'm sure they'll come up in the comments.)

Next chapter: we transition to section 2, writing, by tackling the "coin toss," the default avatar, authorial presence, action, and intent, and examining the worlds in which our characters move.

Monday, May 9, 2011

Sashaying Through the Normandy

Mass Effect did a lot of things right, and famously so.  I have written several times about my experience with the first game.

I don't think I know a soul who doesn't consider Mass Effect 2 to be a great improvement on the first.  It placed as nearly everyone's 2010 Game of the Year.  Tomes have been written in its praise.  Even I, who look askance at BioWare and still condemn the constant deluge of party-based RPGs, have been hooked to the tune of 14 hours and counting.

But oh, ME2.  One place where your predecessor went so right, you went so very, very wrong.

Shep scopes out Miranda Lawson.

Everyone who plays the game more than 25% of the way in sees this shot, because this is how Shepard is framed when being offered this loyalty mission.  And, seriously?  I get that Miranda (at whose ass we are staring) deliberately uses her physicality and her sexuality as tools in her armory, but... really?

Right from the start of ME2, the presentation and sexualization of female characters started driving me up a wall.  Miranda and Kasumi walk with their hips.  They practically are the male gaze.  I can never shake the feeling that they were explicitly designed to be seen by a male player playing a male Shepard.

And then there's the scenery.  Omega's a good place to start really playing, since there are several game-critical missions to be found there.  And once on Omega, Shepard must seek out Aria in her den of debauchery.  (I can't help but feel that we are meant to compare Aria and her nightclub to Sha'ira and her abode on the Citadel.)  Shepard has a seat... and every time the camera switches back to her in that conversation, there are Asari strippers framing Shep's head.  Really?

Oddly enough, the one female presentation that doesn't bother me in ME2 is Jack.  Jack who wanders around 80% naked, clad mainly in tattoos with extremely low-riding pants and some fetish-gear straps to keep the game M-rated.

Most images of Jack on the web are NOT M-rated.


But despite her clearly half-nude presentation, I don't feel that she is a sexualized character. I feel like Jack has chosen her presentation, and that she chose it not to titillate, but to provoke.  She isn't doing anything for your gaze.  Come to that, she doesn't do anything for you at all, really.  I consider myself lucky that she chooses not to explode the Normandy while we're traveling through a mass relay.

Miranda and Jack have both been bandied about by forces outside of their control.  Each has a sordid and unpleasant back story.  Each has been specifically engineered for a purpose, both from a perspective inside the game world and also by the BioWare design team.  But although Miranda also has remarkable technical and combat skills, her defining trait seems always to be that she is meant to be pleasing to the male eyes (and other bits).  Jack's defining trait is something else altogether.

Putting K. Shepard into this world -- of Cerberus Miranda sashaying around Cerberus Normandy -- has been a challenge for me.  Shepard felt organic and natural to me in the first Mass Effect.  She was a character who belonged where she was, doing what she was doing.  Not only was she in the right place at the right time, but she had earned her Commander rank and Spectre status.  In short, she was a cosmic badass.

Ashley, skilled and competent but lower-ranking, was actually a nice counterpoint to that, and having Tali and Liara around reinforced it.  In different ways, each of those companion characters had a bit of a naive ingenue thing going on and while I was irritated at first about Tali and Liara as characters, I did quite like the foil they provided for K Shepard.  Plus, of all your half-dozen available companions, only one was a dudely human dude.  (Garrus and Wrex have a built-in otherness.)

But I started out Mass Effect 2 feeling distinctly uncomfortable.  I felt the pressure of living up to male expectations.  My Shepard, with the exact same face and voice from ME1 (I declined to change her appearance) felt wrong, and out of place.  She isn't sexy like the women, and neither is she bulky like the men.  And I started out with a strong resentment over how many female characters I met that immediately started flirting with me.  [Edit: On request, I am clarifying this statement.  I resent that all of the female characters I met at that point went straight into flirt mode (and the men didn't), not that Shep is flirted with by female characters.]

For the first 6-10 hours, it all added up to a sense of playing the wrong game.  The good news is, between the time I first started writing this post and now (something like 40% of the way through), I feel that the game has improved.  Changes to characters from ME1 and the addition of new characters (like Jack) have helped broaden the game world and my perspective on it.  (Even if I do still hate Kelly, my secretary-spy.  The Cerberus-assigned crew can mainly all bite me.)

I do still have the feeling more often than not that ME2 stars a male Shep with my Shepard pasted on, in a way that was not the case in ME1.  Her behavior and body language are often very masculine.  But Ashley Williams's pink armor notwithstanding, I'm not looking for girliness in my badass space marines and so I can let that one go.

As a last note, I honestly don't know if I could stand to play Mass Effect as the default white male Shepard.  That character is so overwhelmingly generic, so common, and so overdone that I think it would make every other character and every quest in the game feel 50% more hackneyed and cliched by extension.  And interestingly, I'm not the only one.

Watching a crowd of girls and women talk about their perception of a game like Mass Effect is totally different than watching a crowd of guys discuss it.  And today I happened to luck onto a post & comments section all about how female players defined their Shepards.  It's worth glancing at -- if only to learn just how much variation there really is in paragon femShep according to her players.

Monday, April 18, 2011

Beyond the Girl Gamer 1.2: The Chainmail Bikini

 Beyond the Girl Gamer: Intro | 1.1
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The long and the short of this piece is really pretty brief, because it's something we all know, and have known for years.  This post in the series exists because it has to, because I can't overlook something so egregious that we all know it internally:

Our female characters are nearly all overly sexualized.  And even when they might not be so bad in the context of a game itself, they're beyond awful in the marketing materials.

Rather than re-hashing several years' and decades' worth of discussion and argument here myself, I'm going to spare myself the pain of wheel-reinvention and link you all to someone who does have the data: Go Make Me a Sandwich.

The post that first brought me to that blog was an excellent breakdown of sexualized depicion in WoW galleries, by gender.  Hint: it's all T&A for the laydeez.  She also addresses the kinds of poses that seem to be de rigeur for the men in the room.

So really we know this happens.  This leaves us with two real questions:

1.) Why?  Why why why?

2.) Aren't there other good ways to sell and market a game?

Over and over, we hear "sex sells."  We hear that a bronze chestplate -- plate armor -- that covers the whole torso on a male avatar but only the breasts on a female avatar (or plate greaves, that cover the entirety of the legs on a male avatar but wears like a thong on a female avatar) does so because the men and boys who play the game just want to look at the bare girl skin.

Really?  I mean, really?  Do we think so little of gamers that not only do we assume that they're all straight men, but also that they all have the proclivities of an uncontrollable 13-year-old?

Everyone -- I mean, everyone -- in gaming has been discussing this for years.  We're smarter than this.  Valve has just recently knocked it out of the park on marketing a game with a female protagonist and a female antagonist.

So I'll leave you with just a sample of what some others have written on the topic:
And ten minutes or less on Google will bring you to at least a hundred articles, rants, and blog posts on the theme.  Some are better than others.  (I skipped the ones that referred to our protaginists as "sluts," for example.)

So in short: this happens.  It shouldn't.  And I don't even have the energy to do the comparisons between, say, Lara Croft and Nathan Drake.  To developers' credit, 2011-era Lara Croft is meant to be different from 1999-era Lara Croft.  But when heroes in similar games are Boobarella and Charming Schlub, I think the point is made.

Next segment: first-person vs. third-person and voiced vs. unvoiced characterizations, and the difference these make to the player in terms of gender and identification.