One of the great things about the human imagination is that, as well as coming up with ideas for use in the real world or conjuring up fictional elements (such as a child’s imaginary friend), imagination can create an entire universe or world, straight out of whole cloth.
This power is something I have always admired in others and cherished in myself. Imagination renders us into gods, with universes blossoming from empty firmament to spread and grow on paper, or film, to take root in the mind of others. This personal Genesis fascinates me, and provides endless enjoyment. Some like to tell stories, as do I, but I am not content with this alone. I like to build worlds. Worlds with all the detail of Tolkien’s, oft-imitated, never-equaled, landscape of swordplay and sorcery that has become the template for almost every other fantastic fiction since, the ‘standard fantasy setting’.
I also like to explore others’ worlds, such that the back-story of a game alone can interest me enough to purchase it. Examples of this include games like Genesis Rising and Demigod.
Video games have a unique capability in what I will hereafter refer to as “world building”. With this new medium, all the visuals, stories, and voices of your world are on screen. Now cinema, too, can produce these, but the interactivity of games allows the player to ‘live,’ however briefly, in these worlds, to step into the armored greaves or magnetic space boots of the characters onscreen.
Video games have a unique capability in what I will hereafter refer to as “world building”. With this new medium, all the visuals, stories, and voices of your world are on screen. Now cinema, too, can produce these, but the interactivity of games allows the player to ‘live,’ however briefly, in these worlds, to step into the armored greaves or magnetic space boots of the characters onscreen.
One persistent trend in games continues to bother me. This trend is what I call the ‘codex’ method of background.
For example Dragon Age, while an excellent game, contains a ‘codex*’, literally referred to as such: An in-game encyclopedia of the world’s character and background.
Other examples include Mass Effect, small sections of Dead Space, Dungeon Siege 2, any instance of a “timeline” section, a la Halo Wars or Chrome Hounds, Alien vs. Predator: Extinction, and Metroid Prime. This last one is a particularly egregious example, as to acquire any information, the player must scan a living enemy, standing there like bait. This is poor immersion. Background should not be boring text. Background should be integrated into the gameplay both in the story/plot and the mechanics and art, not tacked on as a user manual (see Homeworld). Encyclopedic descriptions of setting should have ended with text-based adventure games. When the tech exists to render things like Cronos in God of War 3, the hair of a brute soldier in Halo, or, say, this scene from Drakengard 2. What excuse is there for relying on simple text to convey any detail of the scene or narrative of the story? This is related to long expositional rants in movies and huge explanatory blocks in novels.
If done incorrectly, such details remind me that, while interesting, this world I inhabit is mine. Mine to save, and mine to influence. Games, even the good ones, inadvertently solidify you or your character as the primary mover and shaker in the game. Fable 1 & 2 are offenders here, casting some random farm boy/street urchin as the world’s main agent of change. Sometimes this makes sense, such as in sequels, when your character has gained considerable status from saving the world or Fable 3, where you play as the crown prince of a large sovereign nation. Such a person should have definite weight on the world stage.
However, sometimes it is that much more engaging to realize that the world is filled with other names. Names that also affect the world, names that may be bigger than you are. BioShock does this well (yes, I too, have been bitten by the BioShock bug). Through the game’s grisly scenery and the scattered audio logs, the player’s discoveries begin to shed light on Rapture’s last days. There are also little asides, such as the machine that rewards you for selecting Big Daddy (if you have played the game through to the end, you will know what I am referring to). This is not so much backstory, however, as it is plot. It is action that involves you, and that you have a role in, however small. Plot is important, no doubt, but it is not the subject of this diatribe, rant, or what-have-you.
Integration of the world-building woven into story, as it should be, is realized in the Lord of the Rings. I discover Middle-Earth through the actions of the characters, the places they visit, and the people they meet. Where you first learn the history of Middle-Earth is where you should, integrated into the main events within the story and plot. Tolkien skillfully makes allusions to the fictional past, as well as present asides that only serve to enrich the setting with detail and a sense of consistency (I hesitate to use the word ‘realism’ in this case).
Although Dragon Age: Origins failed by using the “Codex” approach, as did Mass Effect, both of these stories also offered steps in the right direction. In Dragon Age: Origins, this step is taken by Leliana, a red-headed tale-weaving rogue and bard, whose tales taught you a lot about Ferelden, the setting of this game (although it should be noted, only one of multiple countries in the larger world of the Dragon Age series). “I love stories far too much to keep them to myself,” she says, and through lengthy conversations, you can discover a bit more about Ferelden’s history, as well as the historical motivations and explanations of continuing events. The past influencing the present, just like in our world. That is the correct way to inject such details.
While some games would not be helped or hindered by all this additional back-story or “fluff,” I think that sometimes a game needs not just characters, but a world for them to inhabit. This is opposed to what seems to be the standard fare, where a world is built around and specifically for a character.
Instead, world building requires settings and “fluff’ beyond the present story, a world that allows for multiple tales, and in the best cases, demands that more be told. The easiest example is to create a past, to detail a world’s history, to show how the past leads up to the present, but this is only a small part of the successful execution. As I mentioned above, good world building demands that stories go on without the characters, whether these other stories occur before, after, or possibly during the story that is being told now. Action should be occurring both on and off the screen, with multiple events happening simultaneously. Sometimes it is rewarding to see these elements shift and react in response to the player’s actions, other times it is awe-inspiring when you are reminded that you represent but one man/woman/alien in a much larger world.
Mass Effect 2 has a good example of this: on Illium, an alien city, you will often hear newsreels detailing political events, cultural exhibits, and economic trends. Occasionally, Commander Shepard’s (the character you control throughout the series) actions will be mentioned, and the choices he/she makes will be reflected in the greater narrative of the world. Other times, this feature is used to create foreshadowing, hinting at missions yet to come. These asides, while often humorous, remind you of the vastness of the galaxy, a galaxy, you, the player, must save.
Mass Effect 2 has another great example of behind-the-scenes exposure. On the planet Tuchanka, in a dark bunker, you find two native Krogan. They have a conversation that is a wonderful insight into their lives, lives that Shepard has no control over, but are a part of his/her world nonetheless. Originally, I was going to try to find a video of this, but it seems YouTube does not have videos of this specific conversation, so I will try to summarize it as best I can.
All right, these aliens, the Krogan, are infected with a disease that makes all but one out of every 1,000 babies stillborn. The Krogan are a warlike race that spends its days in intertribal feuds. The females have their own separate neutral clans that house children born to fathers from many groups. This way, rival clans will not seek them out and kill others’ heirs, as any one of the children could easily be theirs as well.
When you enter the area, two of these Krogan are talking, and one mentions that when visited by the females, he saw a child he believed to be his own. The second congratulates the other, but the first Krogan focuses on his feelings for the son he is not allowed to raise, that he will not get to watch the whelp grow.
This is a wondrous insight into ‘some random Krogan’s daily life’. It’s a rather heartfelt example that serves to drive home a large thread of the Mass Effect story, but the aside in of itself is a wonderful reminder of ‘the world beyond’ or ‘the action off-screen’.
Done correctly, such world building can instill a very organic and dynamic soul into a carefully crafted world, a world that can, and should, tell dozens of stories as time goes on. Done poorly, it can reduce a wonderfully detailed land to encyclopedic boredom. At worst, such minutiae can seem to be nothing more than smoke and mirrors, extraneous details that are waved before the player in the hope that poor story crafting will be ignored.
Go forth and forge worlds, fellow geeks!
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*In case you were interested, codex is an Aztec word. The Aztecs kept long detailed books, often vibrantly illustrated, bound together with rope. The codices (the plural form) were meticulously detailed guides and manuals on particular subjects. These subjects ranged from a single religious ritual, long creation myths, texts on military strategy, lessons from a prominent politician’s career, and, a favorite it seems, “Why you should never mess with a powerful empire that practices human sacrifice”, where the power and might of the Aztecs was put on all gory display. Particular detail was given over to the many horrid ways that the priests would dismember you. Isn’t history fun?
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