Epic Scale

Narrative is an essential part of any game; I don’t think anyone ever denies that point. Even the most emergent game design has the goal of presenting some sort of narrative to its players. Story sets the stage for meaning (of gameplay). It frames the player’s context for the actions he engages in within a game world. When I rail against cut scene heavy games or completely non-interactive, heavy-handed delivery of a writer’s script to players, it’s not the story that’s the problem, it’s the presentation. In an ideal world, we, as designers, are not telling, we’re not showing, we’re informing the doing — the actions that players engage in and the feats they undergo.

When games give players the epic scope of saving the galaxy, destroying some reawakened ancient evil, or whatever other classical portrayal of good versus evil on a grand scale, they’re fulfilling gamers’ power fantasies. It’s hard to infuse any real intimacy into these scenarios. They’re inherently “cool” and maybe some of the characters were memorable for some specific reason, but the emotional bonds with the people met and the events that occurred are so far removed from anything resembling our every day reality. When gamers recall the events of Halo, the destruction of Halo and the invasion of the Flood. When we think about most Final Fantasy games, it’s hard not to think about the generic world-ending event that was the central story conflict. Even Mass Effect, a game which put such an emphasis on the people around the player for the beginning of the game, has its most memorable moments when some ancient alien race enters the picture to destroy the galaxy. If it weren’t for the sex scene, would we, as gamers remember any of the personal events in the game?

To look at the majority of games, one might think that gamers care only about saving the world. What happened to saving the guy/girl? Having an arch-nemesis that was bad because he was a believable form of corrupt human being that didn’t have a final form that takes up numerous screens?

When I think of The Darkness, I think of Jenny.

I recently finished playing through this game and while the premise of the game and the game mechanics is the existence of The Darkness — a thoroughly corrupt, evil, other-worldly force bent on death and destruction — the story was about love and vengeance. There is an absolutely brilliant scene in the beginning of the game where the game’s protagonist, Jackie Estacado, sits on the couch with his girlfriend Jenny. She makes some comment about it being her apartment so she gets to control the television remote control and she puts “To Kill a Mockingbird” on. At this point, Jackie and Jenny simply relax and watch the old movie. Jenny gets cold and cuddles up with Jackie, the two hold hands, and eventually she falls asleep. The player, at this point, can choose to just sit with Jenny as long as he wants and watch the entirety of To Kill a Mockingbird. At some point, though, the player has to progress with the game and the story, and the mere choice of getting up and leaving Jenny on the couch while she sleeps is actually kind of a hard decision to make. Any player who allows himself to get immersed in the game should feel a sense of security and love during this scene while understanding the complete violence that lay ahead for the player and Jackie once the choice to leave the apartment is made.

Soon after, the game makes a stark, wide-reaching tonal change and becomes a story of revenge against a pair of, admittedly, very two-dimensional villains (though the villains remain very human, defeat-able foes). Despite how crazy The Darkness gets, the theme of the real-world portions of the game remain not only grounded in reality (aside from the player’s Darkness abilities) but focused on traditional mafia movie values of family, tradition, and respect. The game utilizes the fantastical nature of The Darkness to externalize the protagonist’s inner struggle with violence amidst a profound love he feels for Jenny. The Darkness (the entity) also happens to serve as the player’s entry-way to some fascinating and enjoyable gameplay mechanics.

The Darkness works so well as a game due to its focus and cohesion. Despite actually sending the player to an unbelievably insane vision of “hell” (it’s not hell, but it’s a good descriptor for people who haven’t played the game or read the source material), somehow it never feels like the player is blowing up the Death Star. It remains grounded in the conflict of its four central characters: Jackie, Jenny, and the two villains. It’s an intimate story that expertly informs the entirety of the player’s gameplay experience.

And as a result of that intimate focus, The Darkness is one of those games that will stick with me.

  • Mark
    I'm just going to chime in and say that I think that Mass Effect did manage to achieve that interpersonal connection, not just the "save the galaxy" thing. For me, Wrex is the most memorable part of the game.

    Based on what I'd read about the game before I played, I assumed Wrex was going to be straight out evil guy, basically the HK-47 (see Knights of the Old Republic) of Mass Effect. But he joined my party early and I didn't like the other guy I had at the time, so I made him my third. And then he never left my active party, because he was so darn cool. He easily had the best lines in the game (and a great voice actor), and as you learn about his story, you find out that he's actually a pretty nice guy who just got burned.

    I'm getting into spoiler territory now, so if you haven't finished the game yet, stop reading here.

    ---

    Later on in the game, there's a point where Wrex may leave your party. I got really agitated in that scene, because I'd played the whole game with Wrex at that point, ever since he first joined up with me and I liked him. But I didn't have enough Paragon or Renegade points to influence him one way or another, so I had to go through the normal dialogue options. I thought I was going to lose him for sure, I assumed the game would just be scripted that way, but his response was that I had earned his trust and that he'd trust me again in this situation. I was so relieved at that point.

    So yeah. I love Wrex. Wrex is awesome. And oh yeah, I saved the galaxy, too. Let's go get some beers, Wrex!

    ---

    I like the post though, and I appreciate your point. I've been thinking along the same lines recently... "How can you make a game feel more mature and more personal?" (And I don't mean darker, brooding, boobs, blood, drugs, and sex "mature".)
  • For whatever reason, Mass Effect just didn't jive with me like it seemed to have with everyone else. I loved the hell out of the beginning of the game, but when I was appointed to be a Spector I just started getting too many Knights of the Old Republic vibes. Mass Effect's seemingly-rigid adherence to the exact same story structure at KOTOR, a game that I quite liked, completely took me out of the game world. And Mass Effect's inability to focus on things that mattered, like the crew that the player spent the first quarter of the game with in such close proximity and intimacy, seemed to become secondary to the major ancient alien race hellbent on destroying the galaxy.
  • kylebarrett
    Even games that are given a pedestal when it comes to such matters; ICO and Shadow of the Colossus, they are still both about overcoming (sometimes literally) massive odds.

    So this is really true. Not many games focus on intricacies, but as you said, intricacies are hard to map to a controller, and most of the time they aren't that fun.

    Now something I disagree with, in that vein, is that game design is exclusive to fun and the idea that a story sets the stage for meaning, as you put it - as opposed to game design. I think meaning can come from 'game design' (of course game design implies the creation of a balanced and well executed set of rules within which the player can have fun - and in this case I am using the term unconventionally).

    For example, the lumbering pace, and 'mobile turret' movement in Resident Evil 4 can communicate desperation. And in Shadow of the Colossus the second-person control of Agro the horse, and the horses free will while riding communicates a personality or at least being.

    In these ways, I feel game design can communicate more meaning specific to the interactive medium, than story can. But I guess media language in virtual worlds is still young and underdeveloped.

    Great read again though. Michael Abbot of Brainy Gamer actually started playing this again recently. Second awesome piece of writing on it, I have read recently.

    Kyle
  • If I implied that meaning can't come from an intelligent game design then that was absolutely not my intent. I'm an enormous proponent of putting more of the thematic and intellectual focus of story-telling into gameplay mechanics rather than traditionally-used cut scenes and dialog trees.

    That said, one of our best ways of infusing a game world with meaning and character is by infusing the people that cohabit the game world that a player inhabits. We can fill game mechanics with meaning all we want, but our primary way of relating themes and stories to players is through a vessel that all people intrinsically understand: other people. Shadow of the Colossus, while I admittedly haven't played much of it, infused its colossi with emotions by imbuing them with qualities that we look for in people: emotion, heart, and flaws.

    I could write an entire entry in reply to this but it's late, so I hope this answers or at least postpones your question until it comes up again.
  • kylebarrett
    I don't need an answer since you are clearly busy, no pressure, thanks for your reply.

    What I understand, of what you've said is that elements which communicate meaning in games most successfully are the more apparent-to-narrative elements, such as characters (and settings)?

    If so, I completely agree. I didn't mention it, as every medium employs those techniques to imbue meaning. I just focused on what is specific to video games - which I should have specified.

    Looking forward to reading your piece on open worlds.

    Kyle
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