29 December 2015

Freedom of the Presses

This one didn't really come from a specific prompt, but it is the result of me expanding at length on a joke which took The Simpsons roughly ten seconds to do. The word "overextension" does not appear in my lexicon.



“Stop the presses!” he called, his voice echoing through the cavernous room. Pandemonium ensued- a chaos of levers being pulled, buttons being frantically pushed and, in at least one instance that he could see, crowbars being jammed into expensive machinery in flagrant disregard for life, limb and insurance policies. Within a minute or so, the presses had indeed stopped, grinding to a halt with a pathetic squeal of tortured gears as a roomful of printers and journalists turned to look at him.

“Oh,” he began weakly. “I didn’t mean to actually… I just, I was speaking metaphorically. Like, I have a big scoop. But… I mean… it can wait for tomorrow’s edition. Really, it’s fine. Just, er, carry on.”

For a moment, he thought his prayers had been answered, and the ground was indeed opening up to swallow him. But it was just the sound of the presses laboriously clanking back into life, the beginning of a process that would take at least an hour. On reflection, he supposed, the opening of the earth would probably not have been accompanied by quite so much abusive swearing. Unless the mole people were thoroughly irritated by the whole affair.

He glanced down, mainly to avoid the sharp gazes being directed his way, at the barely legible scrawls that covered his notebook. He closed his eyes, took a deep breath, and assured himself that the self-flagellation could wait. He had a story to write.

***

“Do you have any idea how much your poorly thought-out use of cliché cost us?”

“Er… not as much as might be expected?” It was a vain hope, given the rage writ large across the editor’s face, but he could always dream.

“If only,” she breathed, somewhere between a sigh and a snort. “It was… well, I won’t give you a figure. I find you do better work without your brain dribbling out your ears. Suffice to say: lots. Lots and lots, if you want to be technical.”

“But not lots and lots and lots?” Despite his slightly sardonic tone, he was relieved. The comment about “better work” suggested he wasn’t about to be hounded from the office.

“Very nearly. We were this close to that third ‘lots.’” The editor held up her thumb and forefinger, so close together that they were almost… no, in fact they were touching. She looked at the gesture, furrowed her brow, and shrugged. “I’m not much better with usage of metaphor and analogy than you are. I’m a journalist. Which might be why I’m minded to actually listen to your story before deciding whether or not to fire you. And before you celebrate, by ‘fire’, I do potentially mean setting you alight.”

By way of answer, he placed his open notebook down on the table, turned it around to face her and stepped back, grinning. She bent over it, then looked up at him after a moment looking puzzled.

“‘Butter… bread… cigarettes… AA batteries.’ Maybe I just don’t have your keen investigative mind, but I really don’t see how this-”

He snatched back the notebook, flipped over a few pages, away from the shopping list, and handed it back, red-faced.

As she read, the editor’s brow furrowed further, but her eyes simultaneously lit up, creating a deeply odd and confusing effect. After a couple of minutes, she looked up again, her eyes hard.

“You’re sure of this?”

He nodded confidently, glad to be back on relatively safe ground. “I trust the source. And I’ve seen the records myself.”

She nodded absently. He supposed she was picturing the next day’s front page, if it got printed in time.

“You’ve got an hour to write it up. Make it good. Arresting. So to speak. Don’t use any metaphors, I don’t trust you with them. And don’t go near the printers again for a few weeks. I’m fairly certain I saw them constructing an effigy of you on my way up here.”

He smiled, and nodded. “I won’t let you down, chief!” He was halfway out the door when her exasperated call made him turn around.


She held up the notebook. “You might want this.”

22 December 2015

Sad Stories of the Death of Kings

The second piece I have to offer here was written to a prompt which fairly teems with possibilities. The session in which it was written took place on the 5th of November, and hence the idea was to write an alternative history of what might have happened had the Gunpowder Plot succeeded. Now, around the time of the plot, Shakespeare was at the peak of his powers. He was also, from what we can tell, someone who was acutely aware of the opportunities available to someone who catered to royalty; he certainly went out of his way to please James I. So how might he deal with the upheaval of a sudden, violent succession, and the installation of a new Catholic order? Well, perhaps by delving into his back catalogue.


[A letter to Robert Catesby, Lord Protector and regent to Queen Elizabeth II, thought to date from circa 1607.]

Sir,

I am a playwright of some small repute, and have been fortunate enough in my career to meet with the favour of many prominent patrons. At present, it is the wish of myself and my fellows in my company, known hitherto as the Lord Chamberlain’s Men, to present a series of plays which, it is our earnest hope, will delight, entertain and, if I may be so bold, instruct Her Majesty the Queen.

The first of these which we intend to present is the true account of one of Her Majesty’s royal predecessors, Richard II, and his ignominious end. Our play will show how Richard, brutal tyrant that he was and hated by his lords and people, was justly overthrown and killed, and how his killers were rewarded and celebrated for their just and selfless actions. I have recently rewritten portions of this play, and hope that it will meet with the court’s approval.

Following on from this, we will present the successor, if’t please you, to this play – namely, the history of Henry IV. This play, in two parts, which I have also recently rewritten tells of how Richard’s successor enjoyed a happy and bountiful reign, for God Almighty smiled on the brutal despot’s dethroning. It is my hope that Her Majesty will find much of instruction in this play in particular.

After this, with my lord’s permission, we will present a more recent play of mine, namely the tragedy of Hamlet, the prince of Denmark. In contrast to Henry, Hamlet’s failure to enact justice leads to death and destruction, owing at root to his privileging of his own thoughts and fears over the will of God Almighty.

Finally, I beg permission to put before the court and Her Majesty a new play of mine, on which the ink has hardly dried. This is the tragedy of Macbeth, a play dealing with some of Her Majesty’s Scottish ancestors, and the overthrowing of a bloody tyrant. Indeed, I am sure Her Majesty will be pleased to find that she herself makes an appearance of sorts in this play, when cruel Macbeth sees in a vision the glorious issue of his enemy Banquo, a line stretching out to eternity in which Macbeth glimpses a beautiful young queen who wears two illustrious crowns.

If these meagre offerings should please Her Majesty, we have many other plays, penned by myself and others, to offer. Indeed, if I may be so bold, we would be honoured to name ourselves the Queen’s Men, and devote our art and entertainment entirely to Her Majesty. I anxiously await your reply,

Yours,

Will Shakspear.

18 December 2015

Bang Goes the Prompt

With a mere week to go before Christmas, I find myself sunk into a lethargic haze, incapable of any kind of higher creative or rational faculties. With this in mind, I'm going to spend the next little while posting a few short pieces that I've written in the last few months in response to writing prompts. All were written in fairly short order; between 15 and 30 minutes for the most part, and I haven't edited much in transcribing. That's my excuse and I'm sticking to it.

For this first piece, the prompt was simply to write about an explosion. After pondering and rejecting the idea of writing about a population explosion, this is what leaked out of my brain.



With hindsight, the mountain was doomed from the moment we decided to store all the TNT together in the same cavernous warehouse, especially given the frankly ludicrous amount of it we had. I think someone misplaced a decimal place on the order form. OK, OK, I’m not trying to evade responsibility. I understand now that I should really have fixed the slanting shelf before I stacked up all those vials of nitroglycerine on it. What can I say? It was the end of the day, I was tired, I thought, “It’ll still be here in the morning, right?”

Wrong.

I don’t know if you’ve ever seen a large geographical feature explode. I recommend it, if you can find a safe distance. If there is a safe distance. Thousands of tons of rock and soil were not meant to fly, which makes it all the more impressive when they do. Though I do feel sorry for the flock of sparrows which was completely obliterated by a particularly large fragment of mountain sailing through the air. I found myself applauding, as if it was all a carefully organised show, even as pebbles rained down around me. Moments later, as an uprooted tree sailed past me, I decided it was probably time to turn and run. Pity, really. That meant I never saw the second tree coming straight for me.


So here I stand, or float, with nothing to do but take account of my life and all the ways I went wrong. But it wasn’t entirely my fault. Was it?

24 November 2015

Ciarán Has Come Online

The nostalgia is already potent.

Yesterday, I played through a game by the name of Emily is Away. You may wish to play it before proceeding with this post; a playthrough only takes about 40 minutes, and it’s free. More importantly, it’s one of the more moving experiences I’ve had playing a game in recent memory. I’m someone who tends to have a fondness for low budget, narrative-driven indie titles (To the Moon, Analogue: A Hate Story – and yes, I will play Undertale at some point), so I guessed that EiA would be right up my alley – and how right I was. I’ve spent a lot of time yesterday evening and today thinking about it, and puzzling over why it affected me so deeply.

Several weeks ago, I had some words to say on this blog on the topic of immersion, and how I believe it’s something games can do better than any other medium. Immersion is, as it happens, an area in which EiA excels. It places you in precisely the same role as the game’s protagonist – sitting at a computer, watching messages appear on a screen. It even forces you to type out responses (admittedly, bashing the keyboard is just as effective as attempting to type the actual words, but the latter is more fun). You pick a name for yourself (I would recommend using your own name), by which the titular Emily will address you throughout, as well as a screenname (for added realism, pick an embarrassing old screenname). The game goes so far as to recreate a Windows XP desktop and an old-style pre-Skype IM service, complete with authentic sounds.

The use of the IM service is something I find deeply fascinating. It’s a potent form of modern communication, potentially used for hours at a time by young people, and yet it’s rarely depicted in any other medium. One of the reasons I fell in love with Homestuck was because of the way it used the language of IM so naturally – and make no mistake, it is a language unto itself. Not only in terms of abbreviations and emoticons, but, for instance, the ways in which people use line breaks – do you type everything you want to say at once into a single message, or spread it out over several? The effect is entirely different. It’s also a communication service that comes with its own codes and signals – the game is brilliantly adept at replacing “emerly35 is typing” with “emerly35 is deleting” for a couple of seconds, just to make you wonder: “What was she going to say?” Not only that, but the protagonist themselves regularly rephrases messages as they type. Like any good analysis of human communication, the game is as much about what’s not said as what is.

As you may have gathered by now, I have a good deal of experience in the things which the game depicts. The final chapter of the game is set in 2006, which coincidentally was the year I started using MSN Messenger in earnest. For the next three years or so, I would spend an inordinate amount of time on there, staying up all night in conversation at least once (indeed, MSN was where WAKE UP was conceived and put together in its original magazine form). I had MSN friends; people I knew in real life, but communicated with almost exclusively online. I don’t recall often having the kinds of heart-to-hearts which Emily and the protagonist have in the game, certainly not in such short conversations, but it does require some artistic licence; the same way people in films never say “hello” or “goodbye” on the phone. That said, I was a teenager; there was quite a bit of “I really like ______, but I don’t know what she thinks of me”. Some of my MSN friends became confidantes, people I would talk about these kinds of emotional matters which I would never discuss in person, being a deeply repressed shell of a person and all.


-SPOILERS AHEAD – PLEASE DON’T READ ANY FURTHER IF YOU HAVEN’T PLAYED THE GAME THROUGH AT LEAST ONCE-


From glancing over the (very positive) Steam reviews, I knew in advance that the game was going to break my heart. I even guessed more or less how it would do so. And yet I was in no way prepared. The game awoke a lot of memories, some of which had been dormant for a long time – potential relationships that never went anywhere, close friendships that fizzled out, awkward conversations in which any kind of real communication seems to elude you. It’s at once universal and very deeply personal in the way it examines relationships that stray between arbitrary boundaries. I’m someone who has a high opinion of the value of friendship, to the point that I dislike phrases like “just friends” for the way they privilege romantic love above all else. But I’ve fallen in love with friends before. I know what it’s like to weigh up imagined romantic bliss against potential alienation from someone you adore. And, like any apparently functioning adult, I’m suffused with regrets.

As soon as Emily brought up concepts of “having feelings” and “making a move” in chapter 3, I knew we were on shaky ground. And by the middle of chapter 4, I knew precisely where things were going. Chapter 5 just felt like being punched repeatedly. It was awful; I felt like on some level I had failed Emily, that I had done everything wrong. So I did something I’ve only allowed myself to do one other time* – I went back and remade some choices. “To hell with living with the consequences,” I thought, “this is something I’ve wished I could do over and over in real life.” And it didn’t work. Things just went wrong differently. I couldn’t even bring myself to sit through chapter 5’s painfully stilted conversation again. Because even before I got to that point, I’d begun to suspect what the game was really doing. Things were always outside of my control. Emily and I were always going to drift apart. It’s a strange, depressing kind of determinism, a study of entropy as a close relationship breaks down.

The whole premise of Emily is Away is extremely mundane – and that’s what makes it so brutal. The degree of immersion encourages you to take the whole thing very personally, and so I most certainly did. You may have noticed how I started using the first-person instead of “the protagonist” halfway through this post. I didn’t, until a couple of lines ago. That’s how far the game got under my skin – I started viewing it as something that had actually happened to me – which, of course, it was; a microcosm of a tiny tragedy. For the rest of the evening, I was viewing every IM conversation I’ve ever had as a labyrinth of missed possibilities. As silly as it sounds, I still feel as though I actually lost someone close to me; a relationship played out over the course of 40 minutes**. Any piece of media that can have such an effect has to be respected.


* - Chapter 3 of Telltale’s The Walking Dead, if you’re interested, and that was to try to avoid a character’s death.


** - I’m reminded of Nick Cave’s extraordinary ‘Far From Me’, which manages to capture a sense of a whole relationship and its inevitable decline in only four fairly short verses.

02 October 2015

The Man on the Tatty Banner


Brian Friel died this morning. I knew this was coming, of course, as we all did. The man was 86, and his public appearances had gone from rare to nonexistent in the last few years. Still, though, I imagined him as a constant presence, ensconced in a armchair in Donegal. Even if the work had dried up, it was enough to know that the great mind that produced it was out there somewhere. Perhaps it's enough that it ever was.

Self-important as I am, after a series of heartfelt tribute tweets, I thought I should write a post reflecting on Friel's achievements, on what he meant to me. I even made a point of looking up where in the university library his works were, for reference material and judicious quotation. It was only a few minutes ago that I realised how futile it would be to pour out words over a man who understood, better than anyone since Beckett, how slippery language is, how unreliable. Perhaps that's why he moved from writing short stories to writing for the stage, and why his voice truly came alive at that point: because the only way to free his stories and his ideas from the graveyard of language was to have them embodied.

But enough of that. Tributes continue to pour in from all quarters as I write this, literary, critical and political. Rather than contribute my own droplets to the flood, I think the most appropriate thing to do is to leave the final word to Friel himself, in one of my favourite passages in all of literature, as he, through his greatest creation Frank Hardy, confronts the final certainty of death.

And as I walked I became possessed of a strange and trembling intimation: that the whole corporeal world - the cobbles, the trees, the sky, those four malign implements - somehow they had shed their physical reality and had become mere imaginings, and that in all existence there was only myself and the wedding guests. And that intimation in turn gave way to a stronger sense: that even we had ceased to be physical and existed only in spirit, only in the need we had for each other.
(He takes off his hat as if he were entering a church and holds it at his chest. He is both awed and elated. As he speaks the remaining lines he moves very slowly down stage.)
And as I moved across that yard towards them and offered myself to them, then for the first time I had a simple and genuine sense of home-coming. Then for the first time there was no atrophying terror; and the maddening questions were silent.
At long last I was renouncing chance. 
 

15 September 2015

The Hero We Deserve

One issue I’ve been coming up against repeatedly in these articles is the concept of the video game protagonist – that cipher for the player, for whose actions the player is, in whole or in part, responsible. Nowadays, when we think of the Typical Game Protagonist, the figure that comes to mind is, almost invariably, a grim, stubbly white dude, probably stoic and gravelly-voiced, quite often toting some kind of firearm, which may well be obscenely oversized. Take a quick glance over footage from most years' E3s, and you’ll see wave upon wave of Mr Typical Game Protagonist as far as the eye can see*. It’s no secret that this industry has, perhaps more than any other, a massive problem of representation. Women in games are often oversexualised, reduced in narrative terms to fridge-bait or sexy lamps – a result partly of the innate ultraconservatism of much of the industry with regard to social issues, partly of whining man-babies with a disproportionately loud collective voice whose fragile minds are threatened as much by difference as by any kind of disagreement.
All of this is why I want to take a few moments to appreciate a character who I’m coming to believe may be my favourite video game protagonist; an antidote to many of the prevailing clichés of the industry. A man, admittedly, but one surrounded by interesting, complex female characters on whom he relies constantly, without sexualising them and with only hints of romantic interest in one of them. Rather than stoic and grim, he’s passionate and often goofy, prone to saying remarkably stupid things in situations of great pressure. Rather than solving problems by shooting and/or hitting things, if anything he stands against those who use violence, using his wits to confront them with the evidence of their crimes. If you hadn’t guessed, I’m talking about the man in the blue suit: Phoenix Wright.
 
The man certainly can point.

Oddly enough, Phoenix isn’t even my favourite character in the Ace Attorney series, an honour which goes to his burger-chomping assistant Maya Fey. But he is a deeply fascinating character, and a brilliantly-constructed protagonist. Over the course of the series, we see him as a child abandoned by almost everyone; a lovestruck, easily-manipulated student; a callow rookie defending his mentor’s sister from a murder charge in only his second trial ever; a dogged defender facing down infamous criminals and intimidating prosecutors; a disbarred stubbly pianist apparently awash in a sea of “grape juice”; a loving and protective father; and finally (to date, at least) as a mentor, semi-legendary already in his mid-30s. It’s quite a ride.
But throughout all this, what’s most fascinating about Phoenix as a protagonist is his sheer ordinariness. He’s not some special chosen one; he’s just a man with a law degree. He’s not the most intelligent or even the most logical person around, and he doesn’t have any special powers, even if he has friends who do. What he has is a good heart, and a determination not to abandon the innocent, born from having been in that very position himself.
I think this partly accounts for why I feel Phoenix is a more interesting protagonist than his two proteges, Apollo Justice and Athena Cykes. He lacks Apollo’s semi-mystical bloodline, with his ability to spot people’s tells like a magic version of Tim Roth in Lie to Me, or Athena’s super-sensitive hearing and consequent ability to read emotion in people’s voices. All Phoenix has is a badge, a sharp mind and a deep belief in people. Even after he gets a magical jewel which allows him to see when people are hiding things, it’s still up to him to figure the mystery out; he can see that people are keeping secrets, but not what the secrets are.
Then there’s his goals. He doesn’t set out to fight monsters (in any literal sense), or save the world, or even anything as grandiose as bringing justice; he just wants to help people. And so he does, not only defending the innocent from murder charges, but managing to save people from themselves – Edgeworth from his ruthlessness, Maya from her low self-esteem, Franziska from her obsession with perfection, Godot from his single-minded hatred. Person after person refuses his help for one reason or another, but he tries anyway. His help may not be enough, or it may come too late, but his relentlessness is admirable nonetheless.
What’s more, he’s not a perfect protagonist**. It’s all too easy to fashion a player avatar who is constantly right, whose biggest obstacle seems to be other people not recognising their blessed brilliance; when is Commander Shepard, for instance, ever wrong about something? Phoenix, on the other hand, makes plenty of mistakes. In court, he frequently doesn’t have a clue what’s going on (which can be mildly frustrating for a better-informed player). Outside of court, he’s not a pure avatar of virtue and rightness either; he snaps at people who bring up Edgeworth’s disappearance in Justice for All, he’s too blinded by infatuation to acknowledge the mounting evidence against Dahlia Hawthorne (a good example of his best feature, his belief in people, working against him) and, most infamously, he attempts to run across a burning bridge when his best friend is in danger. It all combines to make him wonderfully human in a very endearing way.
Historically, games, from platformers to shooters, have tended to be combat-focused, or at least to have some strong element of what might loosely be termed violence, to the Daily Mail’s everlasting horror. It’s part of the wish-fulfilment nature of the medium, making the player feel strong. In a sense, Ace Attorney still does this, but in a different way. Phoenix’s job, and the player’s, is to outsmart his opponents, to cut through the lies of the villains. While the series has its share of moral complexity, it still tends to go in for relatively straightforward good versus evil clashes, and boo-hiss villains. What’s refreshing, though, is that these battles never come down to a physical fight. The villains are defeated by confronting them with irrefutable evidence of their misdeeds, and it’s no less satisfying than shooting or punching them, especially given the elaborate breakdowns which the series tends to afford them. The games go to considerable lengths to make you hate these people, just to make yours and Phoenix’s eventual victory all the more pleasurable.
Since I started writing this post a couple of weeks ago (I was working on it slowly, OK?), a new Ace Attorney game has been announced, and the only returning character revealed at this (very early) stage is Phoenix himself, who would appear to be the focus of the game. Hardly surprising, since he’s the only character to appear in every instalment of the series (if you count his cameos in the two Investigations games), but some fans are already complaining that plot points involving other characters are being left hanging. While there’s some truth to that, as far as I’m concerned, Phoenix is the heart of the series, and I wouldn’t have it any other way.
Now please give us Maya back, Capcom. Go on. You know you want to.
Even Conor Lenihan wants to be Phoenix.


* - To be absolutely fair, as many commentators pointed out, this year’s E3 was notable for quite a few prominent female protagonists, which may hopefully be a sign of some slow progress. The industry certainly does not lack for prominent and talented female commentators and creators.


** - He does, admittedly, seem to be completely impervious to harm – he’s been tasered, poisoned, fallen from a bridge into a freezing river, hit by a speeding car and whipped into unconsciousness, yet he never seems to require more than a day or two in hospital.

10 September 2015

Clementine Will Remember That


            In the last post, I discussed the way in which games make the player part of the narrative, which is part of what makes them such a fascinating medium. Yet there’s something else they can do which is even more remarkable and revolutionary, something that’s really come to the fore in the last few years thanks to a rash of choice-focused games. Game players can not only take part in a narrative, they can actually shape it, decide on its course.
            Theoretically, this can happen in just about any game which features a narrative to some extent; the player jumps at the wrong time and, rather than confronting Bowser and freeing Peach and a succession of Toads, Mario meets an ignominious end in a fiery pit. But there’s still a linear, set narrative involved; it’s generally impossible to choose to side with Bowser, entertaining as that prospect is*. Increasingly, though, games are offering players freedom of choice not only in how they play the game, but how the game’s narrative unfolds.
            I daresay Bioware would, rightly or otherwise, consider themselves the most prominent champions of this trend, beginning with the D&D-inflected Baldur’s Gate games. The Mass Effect and Dragon Age series have offered a narrative that unfolds over the course of several games, altering in response to the player’s actions such that subplots in the third game of the series depend on decisions made in the first. Then there’s Telltale, whose games make a point of informing the player at the beginning that the story changes in response to their decisions. Characters (apart from the protagonist) live or die based on the player’s actions, and scenes can progress in entirely different ways based on decisions made previously.
            There’s a pitfall that both of these examples fall into, though. Simply put, the narrative isn’t mutable enough for many players. Bioware’s Mass Effect 3 in particular attracted a great deal of criticism for its ending, which seemed to many players to negate their choices; they felt excluded from the ending of a story which they had essentially helped to craft. There is often a sense with Telltale too that the effects of one’s actions are little more than cosmetic; the story still goes to the same place, taking much the same course, no matter what you do. It’s still brilliant interactive storytelling, but it can feel frustrating once you start comparing notes with other players and realising how little that decision you agonised over really mattered.
            This partly stems from technical limitations, of course. Unlike a tabletop RPG session, where the story, via the gamemaster, can evolve in all kinds of unexpected ways based on the unforeseen actions of the player characters, only a certain number of possible paths can be coded into a video game – hence a limited number of choices, in action and dialogue. The trick is always to create the illusion of total freedom and unpredictability within the story, at least for the first playthrough. Effective immersion is key here; smoke and mirrors to obfuscate the technical workings. When I first played Persona 4 (full disclosure: my favourite game of all time), I assumed that the dialogue choices and relationships with characters mattered, that they affected the course of the story; only discovering that most (though not all) are cosmetic on subsequent playthroughs. But, crucially, the story and characters drew me in enough to create the illusion that I could affect this world, and then enough that I didn’t care much once the illusion was shattered.
            Even if a fully player-shaped narrative is more elusive than it might seem**, though, there’s still a lot to be said for the notion of player choice in games. For one thing, it heightens the sense of immersion which I talked about in the last post, by giving you more influence over the game world and events. For another, it allows for a customisable experience; a great talking point with friends, even if “So who did you choose to kill?” is a fairly worrying thing to overhear in casual conversation.
            Even more remarkably, it allows for the ability to experience essentially the same story in different ways, the much-touted “replay value”. The more agency the player has over it, the more the story becomes mutable. In fact, many games encourage replaying the game from a different perspective, even if that’s something as simple as the choice between a male and a female character, as in Persona 3 (a choice which, in this case, does have a significant effect on the relationships at the heart of the game).
            One of my go-to examples of the concept of divergent paths in game narrative is (not coincidentally) one of my favourite games, Virtue’s Last Reward. The game is essentially a visual novel which features a limited number of crucial decisions; which door to enter, and whether to “ally” or “betray” in the Prisoner’s Dilemma-style challenge at the heart of the game’s story. Each of these decisions leads the player down a separate path, like a variety of universes within a multiverse (a concept which is in fact significant within the game). Some decisions, as in many visual novels, will lead to “bad ends”, usually death, while others lead to “good ends”, usually centred around a resolution to one of the game’s various mysteries. So far, so normal. Where the game is unique is that it features a flowchart, accessible at most points in the game, allowing you to jump between unlocked paths (warning: this image is potentially spoilery):

It's not a short game.
This is crucial, because the game requires you to use information from one path (a code to deactivate a bomb, a computer password) in order to progress in another. Naturally, this means that, while not every variant on every decision has to be experienced (the bad ends are optional), the player has to consider consequences carefully, and figure out where each decision might lead them. Every major path, though not every branch, has to be played through to finish the game, and so the narrative takes on a curious non-linear form, where the only constant is the protagonist’s consciousness.
            In a sense, the logical conclusion of the “many paths” approach is something like what’s being done with Fire Emblem Fates. The game features at its core a momentous decision of which of two kingdoms to side with, and is being sold as two separate retail versions, one for each side of the decision***. At first glance, this might seem excessive and money-grubbing, but that one decision changes the entire game from that point on – the characters you meet, the battles you fight, etc. The decision to separate the campaigns not only allows for a much bigger game overall, but highlights the significance of player choice – just by choosing which version to buy, the player is already determining their character’s fate (so to speak). If anything, I’m surprised that it’s taken Fire Emblem, a series in which your tactical decisions can lead to the deaths of characters, this long to come around to the notion of player decisions being at the heart of the story.
            If there’s one thing that’s guaranteed to pique my interest in a game, it’s the notion of player choice being significant; whether that’s framed as creating one’s own character through dialogue choice, having multiple routes through a game/level, or simply the ever-popular multiple endings. It’s why I’m so passionate about gaming as a narrative medium - it allows the player to act as co-author of the story they’re experiencing. Even something as simple as dialogue choices help to draw the player in and make them feel like this world, this experience, is fundamentally theirs. 

* - The first generation of Pokémon games (Red/Blue/Yellow) contained an unavoidable NPC who would ask the player if they wanted to join the villainous Team Rocket. There was no “yes” option, something for which I felt hurt and betrayed throughout my childhood.

** - Actually, the closest thing to a truly player-shaped narrative is probably the meaning imposed by fan communities. We saw this prominently in the last couple of years with the absurd masses of lore retroactively imposed on the fairly basic horror game Five Nights at Freddy’s and its interminable sequels by fan overanalysis. Far more interesting were the strange memes spawned by the unmitigated chaos of Twitch Plays Pokémon, in which random acts were given quasi-religious meaning by an audience who were collectively simultaneously spectator and player.


*** - There is a third, DLC-only option which involves siding with neither kingdom. Some fans have criticised this, seeing this option as the “true ending”, and lamenting having to pay more for it. Not having played any version of the game yet, I can’t speak with any authority, but my sense is that there is no “true ending”; that the three versions of the game are equally weighted.

01 September 2015

Even Better Than the Real Thing

Here’s a nice, big, broad question: why do we play video games? Is it for escapism? For a challenge, or sense of competition? To experience a narrative? Obviously, there are as many answers to that question as there are players of games. But one thing all answers have in common, banal as it sounds, is the simple experience of playing games, which is entirely unlike any other form of media. There’s a sense of direct control there, a synthesis between player and avatar, that goes beyond anything else. We may empathise with the protagonist of a film or book, but we are the protagonist(s) of a game, at least for as long as we play as them. Our actions directly correspond to what’s happening on the screen, and even influence the course of the narrative.
This sense of immersion is one of the reasons why I think games can and do provide narrative experiences which are outside the reach of other media (though perhaps not as often as I’d like). At best, games can convey a sense that the events unfolding are happening to you, the player – even if the player is represented by a named character with their own personality*. Inhabiting the skin of Lee or Clementine in The Walking Dead doesn’t make certain decisions any less stressful, nor make the player feel the consequences any less keenly.
This is, of course, the reason why Japanese RPGs (and other story-based games) from Pokémon to Persona ask the player to enter their name at the beginning***. It’s an assumption by the character of the player’s identity, or vice versa. It’s a kind of ritual which demarcates the entering of another space, without losing one’s sense of self (unless, of course, one wishes to, in which case many games provide default names for the donning of an alternative identity).
The upshot, naturally, is that the player will spend the rest of the game being addressed directly by name. This is, presumably, why many traditional dating sims include the name-entering option; it dovetails with the general wish-fulfilment angle of those games. Not to say that that angle isn’t present in other games, of course; RPGs are very fond of having characters say things like “Nice work, _____!” or “I’m so glad I met you, ______!” at every turn – particularly in games like the Persona series, where cultivating friendships (and, optionally, romantic relationships) with other characters is a central tenet of the game.
Again, the point is obvious, but it bears repeating: no other form of media does this. Even choose-your-own-adventure books don’t actually address the reader by name. The barrier between player and game is thin at best; the player is an active participant in the world of the game. They have observable effects on the game world, from talking to NPCs to destroying objects in the world to placing a block in the right place. This, I think, partially accounts for why games can be so therapeutic: the consequences of your actions are always clear, always substantial, from saving the galaxy to finding someone’s lost pet.
What’s more, to further encourage a rapport between player and protagonist, the latter’s success or failure is dependent entirely on the actions of the player. Again, this is something which is unique to gaming. Conan Doyle’s Sherlock Holmes will not fail to identify a criminal if the reader is stumped by the clues he finds, but the game version of him will, because his destiny is tied to the player’s wits. Luke Skywalker will always successfully blow up the Death Star; a player might not, and there might well be consequences for that other than having to repeat the level, if the game’s writers and designers are savvy and ambitious enough.
And then there’s the concept of character creation. There are two broad schools into which players fall when designing a character: that character can either be a representation (possibly idealised, to some extent) of themselves, or an entirely invented character****. This is particularly prominent in a game series like Dragon Age, where the player also determines, to a great extent, the personality of their character through their decisions and dialogue choices. Does your character respond as you would, or as you have decided they would? The former is essentially the player playing the game as themselves, while the latter adds a layer of creativity to the process wherein the player’s created character is simultaneously analogous to and distinct from the player themselves; both a representation of the player and a presence in and of themselves. It’s enough to make postmodernist theorists cry.
One of the chief goals of fiction is to draw its audience into its world. By blurring the lines between spectator and participant, games are uniquely qualified to do this. This is not to say that every game does this, of course, nor even every narrative-focused game; there is a strange fetishisation of the “cinematic” in many major big-budget games, especially certain wildly popular first-person shooters, whereby the player is effectively barred from interaction with the game’s world and its story, and is in many cases reduced to watching the game unfold rather than, you know, playing it. Gaming is still a relatively new narrative medium, and there’s untold tapped potential in it.


* - This is one reason why I’m not generally fond of the “silent protagonist” trend. It’s very difficult to convey personality without dialogue, and at worst it can bring about a sense of baffling passivity. Protagonists in games like Dishonored stand about mutely** during cutscenes, twiddling their thumbs while terrible and momentous things happen around them. If the idea is to bring the player inside the character’s head, it backfires, because it’s so strange as to be immersion-breaking.

** - Some fans interpret these characters as actually being mute, which seems to me to be overly generous to the writers (which is, of course, a possible definition of fandom).

*** - And, in some cases, other characters’ names as well, such as the rival in some of the Pokémon games, perhaps purely so that the player can spend the rest of the game being informed that “POOFACE wants to fight!”


**** - Then there’s a third option, which may well be unique to me: create the closest representation of David Bowie allowable by the game’s design tools. It’s the simple pleasures.

The Return of the Thin White Duke

Why, hello there! How are you? You're looking well, I must say. How's your niece? Did her exams go well? Oh, I'm sorry to hear that, but she can always repeat, right? Or I hear the circus is a viable option these days too.

Anyway, enough of this playful banter. Yes, you're probably surprised to discover that WAKE UP still exists. I know I was, having not given it a second thought since, apparently, the 2012 presidential election. Oh dear. I've retained the link in my Twitter bio, though, and (very) occasionally entertained thoughts like "I should really go back to that blog someday". Well, as it turns out, today is someday!


Naturally, I didn't want to make this triumphant return, throwing darts in lovers' eyes, without some kind of, y'know, actual content. As such, I've got a few posts lined up for the next few days on aspects of narrative in games, a concept that's been intriguing me for the last little while. After that, who knows? It's all change around these parts; I'm moving to another country in three weeks, so perhaps the Yorkshire air will stimulate my blogging muscles.


Anyway, here's a relevant picture to tide you over: