niedziela, 11 września 2016

We Can Be Heroes

This week, I’ll be exam­in­ing the heroic nar­ra­tive and it’s close, close rela­tion­ship to video gam­ing! I’ll start by defin­ing what I mean by heroic nar­ra­tive, and then have a short dis­cus­sion on what its propen­sity in the world of gam­ing means for games as art.

A Narrative Undaunted

Now, I should make a dis­tinc­tion here between the hero nar­ra­tive as a form and hero­ism as a con­cept. Though many games con­form to the hero nar­ra­tive, the char­ac­ters in those games may not nec­es­sar­ily be all that heroic. Heroic activ­i­ties are uni­fied by this trait: the hero fig­ure res­cues another, typ­i­cally a help­less per­son or per­sons, and this res­cue may or may not entail self-sacrifice. However, the hero nar­ra­tive (I’m refer­ring to it this way because heroes more often than not fill the pro­tag­o­nist role in these sto­ries) is a form of story, in which the main char­ac­ter (and per­haps a select group of allies) face insur­mount­able odds in a bat­tle with very high stakes and still man­age to snatch vic­tory from the hands of their oppo­nents. This strain of story can eas­ily be traced back to ancient myth, found in the Hercules and Gilgamesh tales for instance. It also has an incred­i­ble foot-print in fan­tasy and sci­ence fic­tion media as well, which is par­tially indica­tive of why video games are dom­i­nated by the nar­ra­tive.
Now, games like God of War may not fea­ture a hero in any sort of moral­is­tic sense (as revenge, which is a dis­tinctly non-heroic action in mod­ern euroamerica society, is the moti­vat­ing fac­tor, and Kratos sur­passes mere dis­re­gard for other human lives in his strug­gle), but it still con­tains all the hall­marks of the heroic nar­ra­tive. The avatar char­ac­ter is the lone war­rior against a pan­theon of foes explic­itly more pow­er­ful than he and he finally, despite numer­ous set­backs and ulti­mately the sac­ri­fice of self, expends his revenge and claims vic­tory. A sim­ple inves­ti­ga­tion of the char­ac­ter Kratos shows him to be firmly in heroic ter­ri­tory. He is an immensely pow­er­ful war­rior, which is evi­dent both in char­ac­ter design and his piti­less man­ner; Kratos is a more bru­tal envi­sion­ing of the Conan arche­type, albeit with less cun­ning. His immor­tal foe is, at the begin­ning at least, the Greek god of war. In his ser­vice to that same god, he was dri­ven to kill his wife and child, and so revenge pro­vides the moti­va­tion. There is no ques­tion that Kratos’ anger is jus­ti­fied, but the story becomes heroic when Kratos elects to seek revenge against an oppo­nent that is seem­ingly impos­si­ble.
It’s worth not­ing that this is not a heroic story if Kratos seeks revenge against a fel­low spar­tan of sim­i­lar stand­ing. What mat­ters, for the heroic story, is that the chances of vic­tory are slim or non-existent at the begin­ning of the tale. To be a hero, the enemy must seem insur­mount­able. As the old adage states, “A man can be judged by the qual­ity of his ene­mies.”
This power imbal­ance between pro­tag­o­nist and pri­mary foe has an impor­tant impact on game design. After all, if a protagonist’s foe has access to no more resources nor power than the pro­tag­o­nist, then the game must stretch far­ther and far­ther to have any sort of verisimil­i­tude. Barriers to van­quish­ing the foe begin to feel forced. But the foe need not be espe­cially pow­er­ful in and of itself to be threat­en­ing and dif­fi­cult to con­front. Sauron can be slain by toss­ing a ring into a pool of lava; Frodo never even has to con­front him directly. But Sauron also has a mas­sive army at his dis­posal, and the ring itself proves a bar­rier. Such mod­els frankly work a lit­tle bit bet­ter than the “cos­mic power” vil­lain, since the story doesn’t have to jus­tify why the vil­lain doesn’t utterly destroy the weak hero before the hero can amass enough influ­ence and power to be an actual threat.
Even if the foe and the foe’s min­ions aren’t con­stantly threat­en­ing at the gates, the heroic nar­ra­tive ensures that there is con­sis­tent oppo­si­tion and threat. This is a stronger trait in video games heroic nar­ra­tive than in other sorts of heroic nar­ra­tive, but that’s because game pac­ing is in fact designed to suit heroic nar­ra­tives. For instance, there are fre­quent moments when Kratos’ loss and untimely death seems assured, but a com­bi­na­tion of skill and deter­mi­na­tion allows him to van­quish his foe, often by a slim mar­gin. This gen­er­ates a steady pace of dra­matic ten­sion in the nar­ra­tive. This becomes a more dom­i­nant trait in God of War 2 and 3, in which boss bat­tles occur at reg­u­lar inter­vals to main­tain an opti­mal amount of dra­matic ten­sion. That said, many war games also cor­re­spond to the heroic nar­ra­tive, despite often lack­ing a sin­gle defin­ing enemy.
Another com­mon trait in heroic nar­ra­tives is the ulti­mate suc­cess and sur­vival of the pro­tag­o­nist. There is much made of “sat­is­fy­ing” end­ings. In the heroic nar­ra­tive, the hero’s suc­cess must be total. This does not mean that there are not sac­ri­fices offered up (though such sac­ri­fices are usu­ally not total, that is, the hero’s life is rarely demanded), but rather that the effect’s of the hero’s jour­ney and actions are sig­nif­i­cant and last­ing. Perhaps the hero has pur­chased years of peace with his or her efforts, or per­haps the hero has won the cure to a hor­ri­ble plague. Deaths are tem­porar­ily averted, more often than not, and if revenge was a moti­vat­ing fac­tor, then karmic jus­tice is doled out in full. The sac­ri­fice of self some­times appears, but it must be han­dled with care. The death of a char­ac­ter, even if the char­ac­ter is not espe­cially wor­thy of empa­thy, can have large effects on the end­ing of a nar­ra­tive.
There are plenty of other heroic nar­ra­tives tropes that exist in gam­ing; it’s not too hard to see them when you look. I won’t spend any more time defin­ing the nar­ra­tive, though, and trust that I’ve illus­trated it suf­fi­ciently.

I Don’t Want To Be A Hero

The heroic nar­ra­tive has become, in many cases, syn­ony­mous with video games. The con­cept of pro­gres­sion and “lev­el­ing up” tie in to the heroic nar­ra­tive seam­lessly. Again, this is sort of com­mon sense, but tak­ing away the pow­ers that the pro­tag­o­nist has col­lected is a risky propo­si­tion. Now, the nar­ra­tive isn’t totally respon­si­ble for that; a player who exerts mas­tery over a sys­tem comes to like options, and hav­ing those options taken away can be frus­trat­ing. However, the nar­ra­tive at least rein­forces the dan­ger of steal­ing back char­ac­ter pow­ers, though I think that it may even be par­tially respon­si­ble for it. So the heroic nar­ra­tive fea­tures a steady pro­gres­sion to power. One actu­ally strug­gles to find games that don’t fea­ture a neatly-implemented pro­gres­sion sys­tem after the Super NES era. Now, this pro­gres­sion isn’t a neg­a­tive thing; I think that pro­gres­sion sys­tems offer fre­quent and sat­is­fy­ing rewards for play­ing a game. But at the same time, this pro­gres­sion will more often than not bend the game toward heroic nar­ra­tive.
What I’m get­ting at here is that the vast major­ity of video games are heroic nar­ra­tive, and this is not nec­es­sar­ily a prob­lem, but work­ing to get out­side of the heroic nar­ra­tive will be impor­tant as video games mak­ers seek to pro­duce art. The tropes of heroic nar­ra­tive are part and parcel of the video gam­ing expe­ri­ence; if they’re not there directly, they’re present implic­itly, or they are directly sub­verted. But this art form is also quite flex­i­ble. Experiences like Braid, which offers an inter­est­ing inver­sion of the hero nar­ra­tive in that its end­ing reveals your pro­tag­o­nist to be harm­ful and dan­ger­ous in his tire­less search for the “princess,” alter­nately a purer love than the one he has or the nuclear bomb, (it works on mul­ti­ple lev­els. Just play it, trust me) are refresh­ing because they speak a dif­fer­ent dialect than most video games, even as they depend on some aspects of game design that are often explic­itly tied to the heroic nar­ra­tive. In Braid, there are lev­els that grow pro­gres­sively more dif­fi­cult, for instance, though read through the lens of the time-bending mechan­ics and the end­ing of the game, this could also eas­ily be read as sub­ver­sion.
Heavy Rain proves another fer­tile exam­ple. Admittedly, since I lack a PS3 and money, I haven’t played it, but I have watched a lot of videos and read a lot of reviews… hope­fully that will be enough. From my lim­ited per­spec­tive, I can say that its game mechan­ics are not excep­tion­ally sophis­ti­cated when com­pared to, say, FPS games. It also shares very few traits with heroic nar­ra­tive (much less than even its pre­de­ces­sor Indigo Prophecy, it would seem). Now, it sac­ri­fices phys­i­cal dis­tance to get there, but it does some­thing com­pletely dif­fer­ent than most video games, eschew­ing many tenets of game design in the process. Regardless of its qual­ity, Heavy Rain is an exam­ple of some­thing else that video games are capa­ble of. It’s an exam­ple of a very dif­fer­ent story and a very dif­fer­ent expe­ri­ence, and should prob­a­bly be judged by a dif­fer­ent rubric than most video games are, since it is so far removed from the “typ­i­cal” heroic nar­ra­tive expe­ri­ence. Most nar­ra­tive art forms are capa­ble of telling many dif­fer­ent kinds of sto­ries, and while video games shouldn’t be faulted for find­ing a famil­iar form and build­ing around it, video games should also not be lim­ited by the dom­i­nant form. Heroic nar­ra­tive still has plenty of mate­rial, I think, and I sure hope to play some good heroic narrative-style games in the future, but I’d also love to play through rad­i­cally dif­fer­ent expe­ri­ences, as well.
As a small end-note, I think it’s also worth not­ing that the hero nar­ra­tive is going out of vogue. The post­mod­ern project has ren­dered typ­i­cal hero tales quaint at best, and destruc­tive at worst. At the very least, hero tales that por­tray vil­lains as totally evil and heroes as pure and holy have become stale, but also a lit­tle dis­taste­ful. After all, in the real world vil­lains are more com­plex. Video games are not often known for their nuanced and com­pli­cated treat­ment of char­ac­ters and themes, and can often express a “them vs. us/me” men­tal­ity. Such forms have less to say to us today (though I won’t say that a work should be cas­ti­gated because of such a men­tal­ity), and games that present more nuanced views of the world would be wel­come.

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