niedziela, 20 listopada 2016

You Are Dead

You’re a bril­liant, rogu­ish indi­vid­ual with plenty of expe­ri­ence evad­ing and dis­arm­ing traps, but this one is com­pli­cated. The tim­ing of the blades is tricky, and you know that a false step means at the least a hefty injury, which, since you’re deep in enemy ter­ri­tory and a great dis­tance away from any proper med­ical care, is essen­tially a long-form, suf­fer­ing ver­sion of a more griev­ous stum­ble onto one of those glis­ten­ing spikes. Still, your beloved sig­nif­i­cant other is on the other side of this trap (and many, many oth­ers), so there’s only one option: for­ward. You trail right behind the bristling wave of spikes, leap­ing around the spin­ning pole that some evil man tied a whole bunch of swords too, and come out of a dar­ing roll beneath a swing­ing log cov­ered in cruel hooks… right into the path of a lanc­ing saw blade that tum­bles down from the ceil­ing, ring­ing melod­i­cally off of the stone chamber’s walls, and straight into you, cleanly sep­a­rat­ing your arm from your trunk. You scream and tum­ble for­ward out of the trap, and as your vision start to go black from the sear­ing pain (because of course some­body had to POISON the saw), your last thoughts are of your beloved Henry. The angle of his smile and the way his eye­lids bunched up when he was sur­prised. The shame you feel, know­ing that he’s dead or worse now that your res­cue attempt has failed. Or at least, they would be your last thoughts if you weren’t stand­ing right before that same gauntlet of traps, remind­ing your­self to dive after you get past the log.
There is per­haps no game trope more per­va­sive than non-persistent char­ac­ter death. Even peo­ple that have never touched a con­troller are well aware of the trope. What are the most com­mon causes of the “Game Over” screen? Health bar is empty. Breath has expired. Bomb went off. And your char­ac­ter is most likely bleed­ing, diced, drowned, atom­ized, eaten, insane, turned into a zom­bie, or maybe just falling off the bot­tom of the screen upside down and with a shocked look on his face. But Game Over is not the end of the line. You get options, assum­ing that the game doesn’t just take you back to your most recent check­point auto­mat­i­cally. But for the most part, you find your­self back in your hero’s skin five min­utes prior to the most recent grisly demise.
This week’s post is focused on the tra­di­tional pun­ish­ments games use to illus­trate player fail­ure, and we’ll start by ask­ing, “Did you really have to kill him?

Did You Really Have To Kill Him?

Unlike other forms of art, games demand some level of chal­lenge, as I have (hopefully) demon­strated in an ear­lier post. Challenge means that there must be some chance of fail­ure. In fact, the chance of fail­ure makes games all the more fun; if the first attempt at a level or boss results in fail­ure, when you come back the sec­ond time and use what you’ve learned there’s a much greater emo­tional pay-off for your suc­cess. You feel like you have: A) learned some­thing and B) van­quished a foe that has trou­bled and beaten you in the past. Such an expe­ri­ence of fail­ure, as many hero nar­ra­tives demon­strate, can be a great moti­va­tor for improv­ing one’s mas­tery of the game and one’s abil­ity to trounce a par­tic­u­lar foe.
Death is eas­ily the most com­mon way that devel­op­ers pun­ish player fail­ure. There are of course a great many rea­sons why char­ac­ter death is so pro­lific. The first is that it is an easy nar­ra­tive way to express total fail­ure. There are, per­haps, fates worse than being evis­cer­ated, but they take too much time to present believ­ably and pow­er­fully with­out sub­ject­ing the player to an exten­sive expe­ri­ence every time they fail, and that (unless it is the point of the game, in which case: How inter­est­ing, I’d love to see your game) is coun­ter­pro­duc­tive to expe­ri­enc­ing the meat of the game. And so the char­ac­ter gets evis­cer­ated, or suf­fers a less grue­some, but equally final, fate.
Death is also an attrac­tive option because it is deci­sive: char­ac­ter death rep­re­sents a con­clu­sive end to the nar­ra­tive. The player won’t ask, “Wait, if bar­bar­ian lord Grimsplit was just beaten uncon­scious and cap­tured, couldn’t he then escape and foil the evil wizard’s plan any­way?” if Grimsplit’s organs are lay­ing on the ground. But the quick return to the last check­point com­mu­ni­cates that this end was the “wrong” end­ing, because it did not end in the character’s suc­cess. The fail­ure that ends in death is dis­carded as dross, and the game resets to a spot where the player can pur­sue the “cor­rect” end­ing. In other words, death enforces the nar­ra­tive in games that con­tain a non-flexible story.
Death is also just the nat­u­ral pun­ish­ment in cer­tain gen­res, even out­side video games. Zombie games should typ­i­cally fea­ture char­ac­ter death as pun­ish­ment, because it is the­mat­i­cally impor­tant. There are, per­haps, other ways to pun­ish fail­ure in a zom­bie game, but there’s no real impe­tus to seek out alter­na­tive pun­ish­ments when your audi­ence expects char­ac­ter brains to get eaten.
But the trend I’m exam­in­ing runs deeper than avatar death. What I’m really inter­ested in tack­ling is the model of pun­ish­ment that char­ac­ter death epit­o­mizes. The model applies to a wide vari­ety of game-play sit­u­a­tions: say you had to take actions to pro­tect an impor­tant non-player char­ac­ter, and then fail. Almost every time, the nar­ra­tive won’t con­tinue while dis­play­ing the ram­i­fi­ca­tions of that character’s death or cap­ture; instead, the nar­ra­tive will end (even though the hero is obvi­ously still capa­ble of action). This is in most cases a good thing; if the game was going to be less enter­tain­ing and less effec­tive as art with­out that char­ac­ter, then the nar­ra­tive reset is prefer­able. But let’s take a crit­i­cal look at this model, which resets the nar­ra­tive in instances of player fail­ure.

Tabula Rasa

As men­tioned above, the nar­ra­tive reset func­tions to enforce games with a sin­gle story-line, and the trope is so enmeshed with video gam­ing as a whole that call­ing it a dom­i­nat­ing theme isn’t really doing the trope’s pro­lif­er­a­tion jus­tice. It’s a trope that is totally unique to video games, since it only enters the expe­ri­ence as a result of player fail­ure. But what are the ram­i­fi­ca­tions of the nar­ra­tive reset model?
First, the emo­tional and artis­tic impact of the fail­ure is stripped away by a nar­ra­tive reset, which is rather obvi­ous, but it can also alter the impact of the sce­nes that fol­low the reset. A nar­ra­tive reset can make the last ten or fif­teen min­utes of game not count, and any emo­tions evoked in those ten or fif­teen min­utes will be evoked again the sec­ond time around, but nat­u­rally with less inten­sity, like watch­ing a movie scene twice in a row before mov­ing on to the next. Repetition of a scene can kill dra­matic ten­sion and con­ti­nu­ity, and the nar­ra­tive reset model has the poten­tial to screw with the impact of an imme­di­ately fol­low­ing scene that depends upon the themes and con­tent of the repeated scene.
Second, it removes the nar­ra­tive risk of the death of a main char­ac­ter except at the very end of a tale. The char­ac­ter will only really die if the game devel­op­ers want him to, and every­thing else is reset. Other tragedies may occur as the devel­op­ers wish, but there’s a vir­tual guar­an­tee that the main avatar of the player is going to sur­vive until the end of the game, at least. It cre­ates an even greater expec­ta­tion that a main char­ac­ter will sur­vive than even other forms of nar­ra­tive art. This trend has some roots in logis­tics, since killing off a main char­ac­ter before the end of the game requires a large amount of extra pro­gram­ming, assum­ing that the devel­op­ers actu­ally intro­duce a new char­ac­ter and not just a palette-swap.
This trope is not nec­es­sar­ily a bad thing; artis­tic tropes become tropes because they work well and fit the genre. And a game need not sub­vert this trope in order to be enter­tain­ing or good art. However, sub­vert­ing tropes is a great way to tell diverse sto­ries that the trope itself can’t sup­port, and there are often sto­ries that spring out of the sub­ver­sion of a trope.

Don’t Fear The Reaper

Some of the best games I’ve played have sub­verted the trope of char­ac­ter death to a greater or lesser degree. Prince of Persia, for instance, merely calls atten­tion to the trope, and incor­po­rates it into its own over­ar­ch­ing nar­ra­tive by rewind­ing time and, even when the char­ac­ter DOES actu­ally die, explain­ing it away as a slip-up in the Prince’s sto­ry­telling. The more recent Prince of Persia does away with char­ac­ter death com­pletely; there are still minor penalties for fail­ing, but the nar­ra­tive is never inter­rupted. Braid pulls a sim­i­lar trick; the char­ac­ter can die, but time can be rewound indef­i­nitely. In Planescape: Torment, death would set you back, but it was part of the nar­ra­tive since you couldn’t really, truly die; you’d just wake up in the mor­tu­ary, feel­ing stu­pid for try­ing to take on a whole flock of var­gouilles.
All of these have a rather straight-forward treat­ment or sub­ver­sion of char­ac­ter death, but they do main­tain a sim­i­lar model of pun­ish­ment; even if the reset is jus­ti­fied by the nar­ra­tive, it is still a reset. Because of player fail­ure, the nar­ra­tive was inter­rupted, and so the player is returned to the same sit­u­a­tion and given another chance to assert the proper nar­ra­tive. Is there the pos­si­bil­ity of a dif­fer­ent model of player pun­ish­ment?
I pro­pose this out of my expe­ri­ence with role-playing games, in which player fail­ure can be expressed in a mul­ti­tude of ways and can serve to enrich the nar­ra­tive instead of inter­rupt­ing it. I real­ize that this would prob­a­bly be intensely dif­fi­cult to build, but what if a game doesn’t threaten the character’s life directly? What if a char­ac­ter becomes injured, with all the penalties that would imply, and a character’s goals or affairs become vic­tim instead? And if the nar­ra­tive con­tin­ues, the pun­ish­ment for player fail­ure con­tin­ues to haunt the player as the story con­tin­ues. This could allow for really rich nar­ra­tives. Failure is occa­sion­ally some­thing char­ac­ters have to deal with, but it’s almost always a part of an inflex­i­ble nar­ra­tive, and so the player doesn’t feel as invested in the fail­ure as he or she oth­er­wise might. If the player’s fail­ures are com­bined with the character’s, that means a huge decrease in dis­tance; when the hero acci­den­tally lets the vil­lain escape and that vil­lain starts to kill peo­ple that the hero loves, the player will feel those deaths more acutely if their fail­ure played a role in let­ting it hap­pen.
Games have begun to reflect player choice in the nar­ra­tive, to a greater or lesser degree. BioWare games are par­tic­u­larly good exam­ples of mak­ing player choice mat­ter. But I’m sug­gest­ing some­thing else entirely. What if player skill became a decid­ing fac­tor in the nar­ra­tive? What if the pun­ish­ment for player fail­ure played out in the nar­ra­tive? I sug­gest that such a game would real­ize nar­ra­tive pos­si­bil­i­ties that no game has before.

Conclusion

Character death and the nar­ra­tive reset model is found in the major­ity of video games, and as I’ve tried to explain here, the trope has some dis­tinct nar­ra­tive ram­i­fi­ca­tions, and I doubt that I’ve exhausted the con­cept. So, what do you think? Do you think there’s some­thing to my sug­ges­tion of a game that explores the nar­ra­tive results of player fail­ure, even if it is a night­mare to pro­gram? What other pos­si­bil­i­ties do you think exist in sub­vert­ing the nar­ra­tive reset model?

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