A lot of the thinking I do about games-as-art relates to choice in
games, and how to make those choices reasonable and interesting
while preventing them from derailing the game as an artistic
experience. Today, I want to talk about the other side of choice:
consequence.
Without consequences, choices, whether in real life or in games,
have little to no weight. This is true at the most basic level, or at
the most complex– the occasional non-branching dialogue tree in Mass Effect or Dragon Age,
where choosing one or another different dialogue options results in
the exact same response from the person to whom you are speaking, is
very annoying. You wonder why you were given a choice in what to say–
the other person obviously doesn’t care what you said, and will carry
blithely on regardless of your feelings about the matter.
That particular example is usually only a minor annoyance, but
this can be a more serious problem if the choices in question are
somewhat larger. In the “Arl of Redcliffe” quest in Dragon Age,
one is confronted with a situation and several possible ways to
solve it: a little boy has been possessed by a demon and is
generally wreaking havoc around the castle and village of
Redcliffe, and has to be stopped. There’s some chance the boy could be
saved if a mage could be sent into the Fade (the dreamworld/realm of
demons) to deal with the demon directly, but this would require
a tremendous expenditure of energy found only through forbidden
Blood Magic and the willing sacrifice of the boy’s mother or
a tremendous amount of lyrium (the game’s catch-all magical
substance) and the help of several mages from the nearby Circle
of Magi.
So, The Warden has several choices: he or she can kill the boy
outright, sacrifice the boy’s mother, or try to get help from the
mages. The third option involves letting the demonic child rampage
through the town for at least another several days, and the
characters in the game repeatedly state that such a move would be
dangerous, as, while you are gone, Connor might well kill everyone
around him, thereby negating your attempt to avoid his mother’s
sacrifice.
This should particularly be a concern as, if you haven’t already
done the mage’s quest, upon arriving at the Circle of Magi, you find it
in serious disarray and in need of some rescuing of its own,
a quest which might take several days in its own right. Nevertheless,
if you choose the option to go for help, no matter how long you take in
your search for magical aid, nothing happens at Redcliffe Castle. No other NPCs are killed or harmed in any way, and the demon possessing Connor is no harder to kill.
This effectively means that there is absolutely no reason not to go
this route, as by keeping the boy and his mother alive, you ensure
that all of the members of your party don’t take any approval hits, and
no one important dies. This essentially means that what could easily
have been a very complex trilemma of a choice involving the weighing
of lives and the morality of dabbling in Blood Magic loses its
gravitas. This is bad. Perhaps if you’ve already done the
mage’s quest, such that it’s a relatively simple matter of just
hopping over to Lake Calenhad and asking for a bit of help, you should
be able to get back in time for no serious damage to have been done.
But if you haven’t, and upon arriving at the mages’ tower you have to
spend several days rescuing them, too, you should return to Castle
Redcliffe to discover that Connor has murdered all of the important
NPCs in the castle.
Choices can lose their weight if they haven’t any real, lasting
consequences. This can happen either through situations like the
example above, or situations where one or another of the options in
a choice results in a flat Game Over.
Death, in most video games, is about the least serious thing that
can happen to a player. The player can simply reload the game from
a few minutes ago and try again. It’s slightly annoying, and if the
player doesn’t remember to save very often, can sometimes cause him or
her to lose a lot of progress, but has no lasting impact upon the game
itself. As a result, doing stupid or reckless things in a game has no
consequence, and any choices which inevitably result in character
death simply become false choices.
An excellent example is a scene in Knights of the Old Republic
where, after having been arrested by Selkath authorities, the player
character is forced to talk his or her way out of an immediate
execution. There are a multitude of dialogue options, but nearly
half result in immediate and unceremonious electrical death. As
a result, half or more of the potential roleplaying options are not
options at all– they simply result in game overs.
This comes from an understandable source: it’s probably true that
sassing off to one’s captors in such a situation would result in
summary execution, but here it’s simply an example of giving
a player false choices, just as much as the non-branching dialogue
trees mentioned earlier. Furthermore, it does not manage to convey
the appropriate feelings that should be associated with the main
character’s death– rather than feeling shocked (hahah), or upset, we
simply feel cheated, reload the game, and say the “right” thing
this time.
In short, death is not usually an appropriate consequence for a situation. There are exceptions, of course– the end of Half-Life,
where you choose whether to end the game in some sort of storage unit,
awaiting an assignment from a nameless and frightening employer,
or die. The game ends either way, such that reloading and trying again
does not seem as appealing– you know full well that this choice will
end in your death, and must simply decide what to do.
The trouble with this fact is that since most video games are set in
life and death situations, the fact that death has lost its sting
forces the game designers to be quite creative in coming up with
consequences for choices. Planescape: Torment found itself in
this situation, as the main character could not be killed at all,
thereby really rendering death-as-consequence moot. Consequences for
reckless or self-sacrificing behavior in Torment are thus handled
rather differently, and can result in the permanent death of allies
(if you feed them to the Pillar of Skulls) or the loss of up
a non-trivial amount of the Nameless One’s maximum hit points (if you
feed yourself to the Pillar of Skulls), as examples.
Several JRPGs have a habit of reintroducing death-as-consequence
by removing any save points from the games’ “secret dungeon” areas. Star Ocean II had no save points in its Cave of Trials, and FFX’s
Omega Ruins were similarly sparsely-save-pointed. This serves to
create an atmosphere of real fear in the player when faced with death,
as the player has likely spent the last forty-five minutes
collecting fantastic equipment and facing terrible foes, and the
thought of losing all that work and going back through the harrowing
dungeon is worrisome. This is an approach which, although it removes
the “consequence-ness” of death in terms of in-game mechanics, at
least aims to create an emotion in the player in response to the
character’s death. You really don’t want to have to redo the last
forty-five minutes of your life and run the risk of finding another fucking Great Malboro that always gets the first turn.
This is a difficult problem– ensuring that the player takes
challenges in-game anything like as seriously as the character
probably would were it all real is very important to RPGs, in
particular, but without varied and lasting consequences, and
something like a fear of death, I expect it’s more or less
impossible. It’s also a problem more or less unique to video games.
Books and movies (generally, as I’m sure there are exceptions) do not
require the observer to make choices, and do not allow the observer to
simply “reload” and aim for a better outcome. But it’s a problem
that simply has to be addressed. Nothing kills a player’s attachment
to a character or involvement in a situation like realizing that
what appears to be a choice isn’t. In video games, just like in many theologies, an illusion of free will simply leaves the player feeling
hoodwinked and cheated, and without real and differing
consequences, any supposed choice will remain superficial and
illusory.
Brak komentarzy:
Prześlij komentarz