Showing posts with label narrative. Show all posts
Showing posts with label narrative. 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, September 12, 2011

Hardcore Scrabble

I tend toward perfectionism, I admit, and toward completionism.  These are (especially together) nearly as often failings as they are virtues.  Still, we all have our own issues and despite my drive toward achievement I tend to shy away from competitive games; I don't like to get into contests that I have no chance of winning.

It's not that I need to win all the time; rather, it's an awareness of my weaknesses.  I'm an overweight asthmatic with a bad knee; I wouldn't enter footrace unless I planned for some reason to place last.  I do enter trivia contests, because at least there I have a chance to rise or fall on my own merits.

This means there's a genre of gaming I tend not to tackle.  I stick to single-player games, whether narrative or competitive, or occasionally to cooperative multiplayer games.  I don't want to put myself in an us-vs-them situation either on my own merits or as the weakest link of a team.  Competition is, of course, easiest with the gaming partner who lives with you, but I'm particularly adverse to competing against my spouse.  It's a level of marital discord that I simply don't need.

But speaking of my spouse, thanks to deals on sites like Groupon and LivingSocial, we manage to get away once or twice a year on little, inexpensive-but-lovely B&B trips in the region.  (There are rather a lot of picturesque country getaways within a 3-hour drive of Washington, DC.)  We take these trips as a time to unplug, but sometimes find ourselves with some quiet afternoon or evening time to fill.

As it turns out, nearly every B&B on Earth seems to have a Scrabble set somewhere.

Not a euphemism: we play Scrabble on vacation.

 Here's the thing I like about playing Scrabble with my husband: we're both terrible at it.

I'm great at thinking of words, but without the right tiles in hand or the right spaces on the board on which to put them, it doesn't matter.  Meanwhile, his strategic sense is better than mine, but I have an unerring ability to steal exactly the letter he was going to build from on his next turn.

We're both awful.  And we're matched 2-2-1 over the last year's worth of trips, from Labor Day weekend 2010 to Labor Day weekend 2011.  And we both stay awful, and thus the games, while competitive, remain fun and not hostile.

Here's the thing about gaming: we really are all designed to overlearn the system.  It's just how games and players work: we look at a system and then we dismantle and master it.  And it's something each of us does methodically (though methods vary), up until the point where the pleasure wears off.

That "splort" is so damn satisfying.
When the pleasure wears off, some of us quit.  I don't tend to play Fruit Ninja much on my phone anymore, because I reached a mastery plateau: incremental increases in high score take far too much play time, and suck the fun out of the attempt, making it instead a grim, pulp-covered death march to the next "correct" move.  Others double down and find a new pleasure, in the competition itself.  When you've mastered the game, you no longer derive joy from your own high scores -- pssh, of course you're awesome! -- but from knowing your score beats others.

When the going gets tough, some of us go for a walk outside and some of us plan to become national champion.  It takes all sorts.

When we talk about "casual" gamers vs "core gamers," I don't actually think we mean the type of game each camp enjoys.  There are Boggle and Scrabble players who will absolutely school you, and who make it their mission to do so.  Somewhere out there, there's someone who's gotten a 100% and an Ace on every level of Peggle and Peggle Nights.  In EQ2, there are folks out there who are so hardcore into the crafting system (and just the crafting system) that they know more about it than the dev team does.  And no matter who you are, someone out there is way more into (and better at) Wii Tennis than you.  Meanwhile, there are folks who play Call of Duty once or twice a month for fun, gamers who pop into World of Warcraft occasionally just to chat with buddies, and players who don't care about their KTD ratio in Halo or Counter-Strike.

When we collectively talk about gamers and gaming, though, we tend to separate the "casual" and "core" gamers by their preferred genre.  There's a definite dismissive attitude ingrained in the culture: "Mom's not a real gamer, she just plays Facebook games."  And yet, what if she plays them consistantly, constantly, to a point of true mastery?  And of course, even a competitive PvP game isn't really good sport if girls are winning.

From my point of view, I think one of the biggest challenges we have in talking about gaming and gamer populations comes from our whole really being made of two halves.  This is where the constant (and somewhat exhasting) ludonarrative debate comes from, among critics and writers.  In short: when we talk about games, are we talking about their rules and forms of mastery, or about the stories they tell?  Both, or neither?

Seriously, more time on animation than on fighting.
On the one hand, we have a physical challenge, one that can be mastered and set aside.  But in our biggest games, the skill or reflex mastery comes paired with a narrative that has to run its course regardless of the player's level of accomplishment.  For the first half of Divinity II, the fights are too challenging; for the last third, they're far too easy.  When starting a Japanese-style party-based RPG like Chrono Cross, fights begin as an elaborate process that you can have difficulty learning -- but then, aside from bosses, descend into farce, taking up your time with repetitive intro and outro animations and fanfares.

A film director can and does control the pacing and delivery of the entirety of his product.  A game designer has more trouble with the pacing.  If a game is strictly, 100% linear with no deviations, it's a niche product: an interactive novel, or the game-film.  The tautness, delivery, and coherence of Heavy Rain varies depending how you play it.  One way it's a thriller; another way, it's slightly disconnected; a third way, it's a drama.  In the end, though, there are a total of four characters and 12 endings, and so David Cage and Quantic Dream are able to shape it to their whims.

There's only one way to play Phoenix Wright: Ace Attorney, and only one way to play Uncharted.  But there are a dozen ways to play Mass Effect.  Can BioWare forsee that I'm going to go search every planet and complete every side quest in the galaxy?  Can they predict which one I will finally skip?

For me, of course, the answer is back up there in the first sentence: I tend toward completionism, and will perform, and try to master, every skill a game sets before me.  Now if you'll excuse me, I have to start a New Game Plus in Bastion.  It has these proving grounds, you see...

Sunday, October 24, 2010

The Stories We Tell

One of the most fascinating things about gaming, to me, is that all gaming is narrative.  Even Tetris, or Pong.  Why? 

Because players are always, always creating stories around their actions.  We are creatures of pattern, creatures seeking for reason, and for us even the most non-narrative game has a beginning, a middle, and an end we can tell.

Even in games with explicit stories, the stories we tell aren't necessarily the ones that are written for us, which is the really fun part.  In Fallout: New Vegas, for example, there's a clear story arc.  It's a game with a potent, well-defined setting and very clearly-written quests.  But I've been finding that the most potent moments are the ones I generate, not the ones the game does.

My favorite F:NV story so far?  There I was, level 3, on the road trying to get to the next nearest town.  I had a 9mm and a weathered 10mm and not much ammo for either.  And every time I tried to go anywhere, I'd be surrounded by a mob of big, fatal, deadly radscorpions.  Finally, in desperation, I clambered up a sloped rock.  And very suddenly, realized a few things:
  1. I can climb this rock
  2. They can't climb up this rock
  3. They are all gathered together in one clump now, and
  4. I have dynamite.
That was a great moment for me, because I, the player and I, the character had come up with a solution to a problem that wasn't explicitly carved out by the game.  It's a better Fallout story than, "oh, yeah, I did exactly the same quest that everyone else did in Goodsprings."

The other really strong moment for me, so far (about 12 hours into the game, level 8-ish; I tend to explore the whole map and do every side quest before wrapping up the main arc) was in a town where a man, a sniper, is seeking vengeance on the person responsible for his wife's death, and asks you to help.  You help by bringing someone in front of his sniper nest, and he does the rest.

Where that quest really got me was in the power given to the player character: as soon as you've accepted the quest, "Come with me to [sniper nest]" is a dialogue option for every single person in town.  The game doesn't force you to make a right or wrong choice, or indeed any choice at all.  The game leaves it completely up to the player to decide what kind of person her character is.

(For me, I was shocked at the thought of doing such a thing, and in fact even had trouble bringing the right person in... at least, until I found all the evidence. *shudder*)

So, yeah.  Playing Fallout: New Vegas in that way that addicts with a shiny new toy do.  And I don't at all mind that it's more of a Fallout 3: 2 than a Fallout 4, 'cause I really liked Fallout 3 and the real sequel will come soon enough!

Wednesday, April 21, 2010

Games Are Art

I've been meaning to start this blog for at least a year now, and Roger Ebert has finally given me the impetus to get going.

Oh, Roger Ebert. You are such an intelligent, well-spoken, and well-educated man; why must you be so stubborn and blind about this?

For starters: if
Flower isn't art, then neither is "This is Just to Say," to pick an easy poem. Flower is visual, interactive poetry -- it's program music with PS3 graphics and a controller attached.

A series of other thoughts I had, upon which I will likely expand in later posts:
  • Not all art is narrative art. Humans are, at our core, storytellers. But anyone who has seriously studied film (Ebert) will have studied non-narrative film. We also have countless examples of non-narrative static visual arts, accepted into the canon of Western art. You may not like everything at MoMA, but it's generally considered art.

  • The correlation to that is, we tend to create our own narratives. Players bring narrative to their gaming experience -- whether it's Tetris or Dragon Age: Origins -- the same way that a viewer standing in front of a Picasso or a reader parsing beat poetry does. We create our gaming stories as either the primary or secondary narrative of our gaming experience. "And then I totally did _______," is as much a story to the player as, "And then his father came back from the dead, and..."

  • Available graphics no more exclude games as art than the available cameras of the 1920s exclude those films as art. We value cave paintings; we value ancient Greek murals; we value Monet. We value A Trip to the Moon; we value Avatar (more on that one later). And 8-bit graphics never stopped me from loving Guybrush Threepwood. The nearest easy analogy is animated films: we consider both Snow White and Wall-E to be examples of the art.

  • We accept that film is not monolithic. I don't know anyone who would consider Transformers 2 to be high art; but similarly, I don't know anyone who would consider The Godfather or Citizen Kane to be anything but. Star Wars has a place of honor in the film canon, but surely we wouldn't put Manos: The Hands of Fate there. We have similar divisions (if fairly arbitrary) for literature, television, visual arts, and print media: Thriller may be art, in a way Britney Spears may not be. Why should gaming, a scant 30 years into its history, be more monolithic?

  • Gaming is barely 30 years into its history. How can a film critic as highly trained as Roger Ebert not remember that film itself was disregarded -- "can never be art" -- decades into its existence? Even after it surged in popularity, even after it became something everyone saw... the genre films of what we consider Hollywood's Golden Age weren't "art" until they were 20 years old or more. Perspective! The first wave of directors who were actually taught "film is art" in film schools were notorious for how they revolutionized the art and changed the industry, when they came into their own in the 1970s. Surely the 30-year-old gamers born at the dawn of our digital entertainment era, just now fully coming into their careers, can bring some of those changes as well? To say nothing of their children, in another three decades.

  • Gaming has developed an avant-garde. I forget which of my film professors delivered the lecture, but I remember one of them speaking to the point that the film industry needed the 1960s and 1970s to happen. The advent of independent film and the rise of the avant-garde fed ideas back into film-making that created new approaches, and diversified ways of telling stories. Early film (pre-1920) was mainly all avant-garde in this sense, because the "right" ways hadn't been codified, and the technology was still new. Well, that's where gaming's been: the 1980s were that early, pre-codification period. The 1990s saw the broadening of available home consoles, and the explosion of PC ownership, and created clearly defined gaming genres and acceptable parameters. The early 2000s, with the creation of $60 million AAA titles, raised the bar to entry -- but the networking era (XBox Live, PSN, WiiWare, etc.) has created a distribution venue for smaller, quirkier, independent, or avant-garde games.


And finally, two remaining points: we've seen Avatar and Heavy Rain come out within a few months of each other. The former was a mega-popular film that seemed cribbed directly from gaming, both in content and in technical construction. The latter was a very popular video game that seemed cribbed directly from cinema, both in content and in aesthetic. Like it or not, the two fields are merging.

The last point is the hardest to wrangle, because film students (and presumably students of the other arts) have been discussing it for as long as their programs have existed. Does viewer participation create, enhance, or lessen art? We encourage film students to be active viewers, rather than passive; sometimes, however, we demand they leave their personal baggage at the door. Sometimes, we believe that only the producer has the power of creation, and sometimes we believe that art is contained in what the viewer brings to it.

There's a lot to discuss. That's why there's going to be a whole blog to do it in... Cheers.