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Everything I say is a lie.
When we read books, we tend to think that the perspective we're reading is telling us the truth. It's not something we ever doubt; we make a subconscious social contract with the work's narrator: we're reading through your story because you're our window into this world. We have no way of knowing whether the narrator is willfully or ignorantly lying to us, we just have to take their knowledge and sincerity on faith alone.
Albert Camus' The Fall is the story of Jean-Baptiste Clamence as told by Jean-Baptiste Clamence through a series of interactions with a bartender at a bar in Amsterdam. To this man, Clamence tells stories of his life, his sins, his hypocrisy, his lies, and his general philosophy on life. There's never any reason to really trust what Clamence says, but the readers, through the assumption of the role of the character to whom Clamence is talking, do. Why would he be lying about some of his most mundane observations and his deepest insecurities and darkest acts? The answer: why not? Clamence applies his own philosophy of universal guilt upon the bartender by, essentially, making him accomplice to a crime. Not for a particularly malicious reason, just to illustrate the absurdity of life.
The Fall is my favorite literary example of the unreliable narrator. A term which is much like it sounds: the point of entry into some fictional world is solely through a person who is willfully (or not) deceiving readers. A more well-known example of this device is F. Scott Fitzgerald's The Great Gatsby, but The Fall resonated with me like few other books I've read. The concept of the unreliable narrator is superb; much like the arrow present in the FedEx's logo, once you're introduced to the concept, the reading and interpretation of every book to follow is tainted by the knowledge.
A similar concept is employed in film to the same effect. Jacob's Ladder is the story of a Vietnam veteran coping with life in the real world after he gets back from Vietnam. Except it's not. It's the slow realization of the central character and the movie's viewers that what we accept to be a shared conception of reality may be nothing of the sort. And when what we accept to be real and tangible is disproved, what's left?
The manipulation of truth, reality, and sanity is one of those thematic elements that I've always loved exploring and consuming. Over the last couple of weeks, I've been trying to figure out a way to represent the sensation of distorted reality or the unreliable narrator through gameplay mechanics -- the emphasis being on mechanics. Metal Gear Solid 2: Sons of Liberty attempted to manipulate its players' concept of reality, but it was solely through narrative devices. It made no attempt, to my memory, to actually alter any portion of the core gameplay which the player relied on up to that point in the game. And that, to me, seems to be such a critical portion in the implementation of this concept.
One of the inherent side-effects of manipulating a player's concept of reality within a video game seems to be the inherent frustration attached to most of the ideas I've had thus far. Sure, a game could consider tangible objects to be completely different entities than the ones which are rendered to the screen. The problem comes when a player walks over a floor of spikes in a game that he thought was a field of lilies -- that isn't an intelligent manipulation of his concept of what is real, it's a test of his tolerance for frustration. And maybe some level of frustration is inherent to the concept to begin with; when Tim Robbin's character in Jacob's Ladder is on the verge of a nervous breakdown because everything he believes is falling apart, anger and frustration is a natural response. It's a logical response to the realization that what we see and hear may be radically different from what everyone else sees and hears.
That's not an idea that is readily transferable to any game I've played or any design I have thought up. Tom Clancey's H.A.W.X. (yes, I would not have expected to ever write anything critically relevant about this game either) attempts to make players rethink their understanding of the game by causing a major interface element to go haywire in the last half/third of the game. Instead of relying on technological elements to aid players in their execution of the game's missions, players are called-upon to rely more on what they see and observe rather than what their on-plane computer tells them. Unfortunately, instead of playing more with this concept, the game just reduces the window in which a missile lock will persist, but it's still a relevant design choice: make the player rethink the way they interpret the commonly unchanging interface that he/she typically relies on.
I provide no answers in this piece, only musings on a set of devices that I've always found fascinating. The benefits of successfully employing a design which calls into challenge everything a player takes for granted seems, to me, well worth the time spent exploring the idea.
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As well, strategy games often include fog of war, which can be used as a method of deception.
The main problem with lying to a player is that it quickly impedes decision making and causes the player to fall back on purely memorized or probability-based behaviors - the game balance is upset very suddenly and upsettingly. So there is an implied preference for games to include perfect information, and more of it than you would have in the "real life" situations that are often simulated.
Perhaps you committed the crime, but got amnesia (writers, don't hurt me) and a cop partnered with you. So during the interviews, he's telling you these false details, "do you think he was wearing a blue shirt?" and as you piece things together you realize he's trying to protect you both.
Unfortunately Bioshock never used this deception to create a compelling gameplay twist, only a story twist. It changed your perception of the game world, but didn't at all change the way you played the game.
Someone did, however, reference the Grand Theft Auto 4 drunk effect, which seems like a pretty rad example to me.
just a thought.
That is an interesting concept that could lead to an interesting one-hit game design. You'd have to think about how to express that concept as a coherent, stable mechanic, but I think it's a solid start.
Reid,
Haze is a unique example. I've been thinking about that since I first read your comment this afternoon and I still can't come down one way or another whether or not that really qualifies. My gut tells me that it's a narrative device that has very scripted and intentional results: the character basically plays as two gameplay characters (one narrative character) and when the "reveal" happens there's really no confusion, it's just that the aforementioned allies are bad guys. The concept of reality is briefly played with, explained, and then ignored in favor of a different gameplay style (I believe; I haven't played the game).
The only game I can think of that actually integrated an unreliable narrator into gameplay is Eternal Darkness http://en.wikipedia.org/wiki/index.html?curid=574166 Never played the game myself, but the whole "sanity meter" thing seems to go along with what you are talking about. I seem to remember some RPG about Cthulhu having a similar mechanic as well
How's this for a core mechanic:
the game (working title "Distortion") starts with the character awakening in the midst of wreckage from a massive car pile up - an alien attack is underway. The more aliens the player kills, the more his/her "rage meter" (working title) builds up, allowing access to more power moves/abilities (game could be 3rd person or FPS). However, when rage meter falls to zero (or to a low point), aliens begin appearing as frightened/concerned/angry humans (civies, police, rescue workers, etc.). Being attacked by a human (cop, zealous citizen arrester,etc.) jumps up rage meter, and the cycle begins again.
If the player attacks humans who haven't attacked him/her, their "confusion meter" (working title) goes up, making their attacks unreliable in terms of effectiveness and causing the environment to go wavy or have some other distorted effect. There will be "humans" visible amongst the "aliens" during raging - attacking these "humans" causes the confusion meter to go up, while helping them (simple button press, or maybe "protecting" them from the "aliens") causes both the confusion meter and rage meter to drop, while simultaneously turning all "aliens" into "humans" temporarily.
how's that? I'll save the narrative arc for anyone who wants to buy the game from me =)
ugh, I apparently killed a great thread with my last post. I got carried away with what I thought was a cool idea - sorry Trent!
I understand that these examples may not necessarily reflect the narrator's unreliability directly, but coupled with the narrative segments, the gameplay "additions" in Arsenal Gear only enhance the fact that what you've known up until then could very well be rubbish on both a narrative and gameplay angle. I'd say that's a good enough accomplishment from a game.
Alright, MGS2 rant over! You may continue.
I had an idea for a game, a FPA (first Person Adventure) which not directly has an unreliable narrator, but makes the player see the world through the eyes of different characters without them knowing about it, forcing them to start thinking about this, and for them to try to see the interconnectedness of these characters. It should be a very short game, looping, so that you get to see the world from these different perspectives and also how your actions with the different characters has changed the setting also for the future use of other characters. Sometimes a game has authorative control over your actions, making it impossible to lose, or win because of a narrative element/gameplay (getting defeated at the start of FFVI where you are stripped of all your powers) or Metal Gear Solid 3 (where you cannot defeat the Sorrow but instead have to revive yourself), but in this game idea there is no victory or defeat, just the repeating endless character exploration.