niedziela, 23 października 2016

Bit Players

An impor­tant part of any nar­ra­tive expe­ri­ence, whether pre­sented in a video game or a pen-and-paper expe­ri­ence, is the sup­port­ing cast. Few weeks ago, I cri­tiqued the over-population of heroes and hero nar­ra­tives in gam­ing, and this week’s dis­cus­sion is sort of con­nected to that issue. A diverse and inter­est­ing sup­port­ing cast doesn’t merely offer more char­ac­ters and dis­trac­tions to a heroic nar­ra­tive. The sup­port­ing cast pro­vides most oppor­tu­ni­ties for char­ac­ter­i­za­tion of the hero, and this is espe­cially the case in gam­ing. This is as true in BioWare games (after all, we get a much bet­ter idea of who Shepard is in light of his/her treat­ment of the many char­ac­ters in the uni­verse who appear for a moment and then dis­ap­pear for the rest of the game) as it is in cin­e­matic action/adventure games like God of War or Castlevania: Lords of Shadow. This is also where the nar­ra­tives of most action/adventure games fail, in my opin­ion. A sup­port­ing cast is also impor­tant for verisimil­i­tude, and, if the nar­ra­tive is inter­ested in estab­lish­ing a set­ting, a good sup­port­ing cast is essen­tial.
Having a strong sup­port­ing cast is par­tially its own reward. This is self-evident, and won’t need fur­ther expla­na­tion. A strong exam­ple of this raw nar­ra­tive value is Shale, from Dragon Age: Origins. She’s inter­est­ing in and of her­self, and though that isn’t her only value to the nar­ra­tive, her own self is the pri­mary con­tri­bu­tion to the work. So we’ll skip right past that point, and head right into the other two rea­sons why a sup­port­ing cast is essen­tial to good sto­ry­telling.

The Master/Slave Dialectic

The first essen­tial func­tion of a sup­port­ing cast is to enhance the main char­ac­ter. Let’s not mince words: the avatar char­ac­ter is the focus of the great major­ity of game nar­ra­tives. Convincing the player to empathize with the avatar char­ac­ter can make an incred­i­ble dif­fer­ence to the player’s enjoy­ment of the nar­ra­tive as a whole. That link is just a fact of gam­ing. In nar­ra­tive terms, the main character(s) are more real than the sup­port­ing cast. They are given more screen time and more agency. A good nar­ra­tive will seek to increas­ingly reveal aspects of the main character(s) to the player/viewer, while also induc­ing and dis­play­ing char­ac­ter growth. Due to var­i­ous con­straints, this means that the sup­port­ing cast is essen­tially less real to the player, or at least serves as a mir­ror, or foil, to the main character(s).
The prob­lem with many action/adventure games is that the cast is too small or too lim­ited to give even the main char­ac­ter a chance to grow in response. It is typ­i­cal to see the reck­less hero treat every other char­ac­ter they encoun­ter in roughly the same fash­ion. Kratos, for instance, has three basic reac­tions to the peo­ple and people-like things he encoun­ters: beau­ti­ful women with­out any plot use are screwed (the beau­ti­ful women demo­graphic of the cast cor­re­sponds 100% with the infatuated-with-Kratos-and-his-god-like-physique demo­graphic), any­thing foe-like in nature is evis­cer­ated, and any­one else is bru­tally used until its use­ful­ness is expended, at which point it is also evis­cer­ated. Therefore, Kratos never obtains any sort of depth, and this is par­tially due to lack of qual­ity sup­port­ing cast.
Castlevania: Lords of Shadow is an exam­ple of a higher-quality sup­port­ing cast. The cast in LoS is able to human­ize Gabriel, the hero of the tale, to a much greater extent than Kratos. For instance, early on in the game, he encoun­ters a young mute woman (she has telepa­thy, so she’s not too mute) and her pro­tec­tor, a mur­derer pun­ished by eter­nal impris­on­ment in a giant suit of armor. At the end of the sec­ond chap­ter, when the woman is mur­dered and Gabriel is left hold­ing the knife, Gabriel is forced to reluc­tantly kill the girl’s mas­sive and enraged body­guard (since he does need the gauntlet worked into the giant’s armor, and there’s no talk­ing him down). In that scene, Gabriel dis­plays anguish over the death of the girl, though the feel­ing are tem­pered by Gabriel’s resolve to stop the Lords of Shadow and res­ur­rect his dead wife. That scene begins to com­pli­cate Gabriel, essen­tially mak­ing him more human.
While LoS is far from per­fect in this regard, its com­par­a­tively large sup­port­ing cast is almost always use­ful for char­ac­ter­iz­ing Gabriel. Without these inter­ac­tions, Gabriel would have been another Kratos; a stub­born man who expresses only rage and a deter­mi­na­tion to see his goal ful­filled. These cast mem­bers are included in the game not just because they pro­pel the plot, but because they are inter­est­ing foils to Gabriel, even if they aren’t that inter­est­ing in and of them­selves. Even the Lords of Shadow, despite being plenty mega­lo­ma­ni­a­cal, are the shadow selves of the ancient heroes that founded Gabriel’s holy order; they are pure evil, yet intrigu­ingly so, and serve as con­stant reminders of what Gabriel could become. They become voices in Gabriel’s own psycho-drama.
A bet­ter exam­ple is the Uncharted series. Nathan Drake is an enjoy­able main char­ac­ter, but the game would be much less inter­est­ing if the vil­lains were not good foils, and espe­cially if Elena weren’t around. Not only do Nathan and Elena have fan­tas­tic chem­istry, she brings out a very human (and often frus­trated) side in Nathan. Without her, the nar­ra­tive sim­ply wouldn’t work as well.
This is excep­tion­ally true in role-playing games. A GM includes a sup­port­ing cast not because he wants to play char­ac­ters too, but because in a game with­out non-player char­ac­ters (and thus a believ­able, inter­est­ing world) to respond to player action, player action becomes totally empty. This is because actions are, ide­ally, per­formed to affect change; the best way to dis­play the ram­i­fi­ca­tions of player action in any­thing more com­plex than a dun­geon crawl is through the non-player char­ac­ter. The non-player char­ac­ter can, for instance, be opin­ion­ated about the player character’s activ­i­ties, for good or ill. Hearing their own actions recited and framed by the peo­ple of the game world can be equally encour­ag­ing and sober­ing for play­ers. Moreover, a diverse cast of non-player char­ac­ters allows play­ers to explore the nuances of their char­ac­ters; per­haps a bar­bar­ian char­ac­ter only respects non-player char­ac­ters who are not rich and greedy, but then he dis­cov­ers that a pre­vi­ously respected NPC, now a friend, was slum­ming when he met him, and is actu­ally an incred­i­bly wealthy noble­man. A good GM will seek to bring out these nuances in his player’s char­ac­ters.

A Culture Is Made — Or Destroyed — By Its Articulate Voices

Take note, because I rarely use Ayn Rand quotes. This makes a good point, though. To some extent, the sup­port­ing cast is an ele­ment of game set­ting. Members of a sup­port­ing cast often rep­re­sent orga­ni­za­tions, races, and philoso­phies that fea­ture in a nar­ra­tive. In inter­act­ing with these speci­fic NPCs, they func­tion as path­ways to under­stand­ing the narrative’s set­ting, and often its themes.
The obvi­ous exam­ple here is Dragon Age. Characters like Sten, Zevran, and Leliana are inter­est­ing char­ac­ters, but they’re also win­dows into cul­tures and loca­tions that the game doesn’t directly explore. This is espe­cially the case with Sten; Qunari cul­ture is so rad­i­cally dif­fer­ent from the cul­tures encoun­tered in the game that Sten feels very alien, and dis­cov­er­ing why he acts so strangely is simul­ta­ne­ously fun, intrigu­ing, and reveal­ing of the set­ting. Each mem­ber of the party con­tributes to the player’s knowl­edge of the world in some way, though; Alistair explains the tem­plars and the Grey Wardens, Leliana has both fan­tas­tic and his­tor­i­cal sto­ries, as well as knowl­edge of Orlais, and so forth. This gives the player a broader sense of the world, as well as a rea­son to care about it, by way of the sup­port­ing cast.
An even bet­ter usage of the sup­port­ing cast is to shore up a narrative’s themes. This is seen in Dragon Age 2, actu­ally. One of the largest issues that the game deals with is free­dom, namely how much an indi­vid­ual, espe­cially a poten­tially dan­ger­ous indi­vid­ual, should have. This is seen most clearly in the con­flict between Kirkwall’s mage and tem­plar pop­u­la­tions, though it’s preva­lent in plenty of other parts of the story. Most of the char­ac­ters have strong opin­ions regard­ing the polit­i­cal cli­mate; there is Anders, who believes that mages should be free from tem­plar rule, but has speci­fic ideas about what mages should be free to do, and he cer­tainly doesn’t con­done the actions of blood mages or mages who have con­tact with demons. Merrill cares less about the pol­i­tics at work between the Circle and the tem­plars, but she is also will­ing to go to any lengths, even blood magic, in order to dis­cover more about her elven her­itage. Meanwhile, Fenris argues strongly for the neces­sity of the Circle, which is weighted by the fact that his ear­li­est mem­o­ries are from a land where mages rule with an iron fist. Combine that the fact that your avatar character’s sib­ling is either an apos­tate mage or is so tired of hid­ing apos­tate mages that he becomes a tem­plar, and you’ve got plenty of ten­sion brew­ing among your own lit­tle group. If the polit­i­cal issues of Kirkwall remained present only in rarely re-occuring NPC char­ac­ters, the ten­sion would be con­sid­er­ably less. Instead, char­ac­ters that the player can­not help but care about embody the poles of this tense dis­cus­sion, which draws the player into the issues at hand in an incred­i­ble way.
This is, again, dou­bly true for role-playing games. Any good GM will tell you that if you want to make the play­ers really care about a tense issue in your cam­paign world, make sure the issue touches an NPC that they see often and care about. It’s a huge aid to a game if the Gcan suc­cess­fully human­ize a num­ber of NPCs and then use them, prob­a­bly by doing a lot of mean things to them, or hav­ing the NPCs do incred­i­bly mean things to other NPCs. Never under­es­ti­mate the abil­ity of human­iz­ing char­ac­ters to drive themes home and to bring incred­i­ble nar­ra­tive weight to a ses­sion.
That’s it for this week, folks! See you next week.

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