There is, in fact, an inherent
credibility problem with introducing the player to their avatar.
Imagine asking someone to play Neo in the beginning of the original
Matrix movie. Unless we whisk you from scene to scene, you
need to know how to get around your house, find your way to work, and
act like you are doing your job.
Plenty of older games might have just
left you to wander the city and get hopelessly lost – but at that
point, you’re not playing as Neo, are you? And then when the action
starts, you don’t have the layout of your office memorized, and you
feel like you’re bumbling when you should be all reflex and
adrenaline. Plunking the player into an unfamiliar character in an
unfamiliar world is a double whammy. It’s hard to believe that you
are really the character when you don’t know a damned thing. And
how are you supposed to know a damned thing three minutes into the
game? Ten page or twenty-minute introductions are, of course, out of
the question.
One way to handle the problem is by
getting out of one or both responsibilities. Once again, Western
RPG’s have proven themselves kings of the weird compromise by
coming up with any number of scenarios where you are truly a stranger
in a strange land. In the Ultima series you are summoned out
of this world as the Avatar of Virtue. The Elder Scrolls games
always make you an unknown prisoner, who is somehow released into an
unfamiliar land, and Knights of the Old Republic uses a
similar device.
To be fair, as a genre RPG’s push the
envelope in terms of letting the player interact with the story. If
they fail often, it’s because they tried. All the same, the
stranger in a strange land trick is not subtle and it’s already
become a bad cliché. True, adventuring in exotic locales is a
tried and true aspect of all storytelling, but it loses much of its
punch if there is no home to provide contrast, and to fill in the
Campbellian cycle.
And yet one of my all-time favorite
games is the RPG Fallout, which spins its own version of an
unknown hero in unfamiliar territory. There are some key differences,
however. First, there is a sense of a safe home, and second,
in a sense, you know exactly who you are. Home is an underground
bunker, which has been sealed away from the world ever since the
nuclear holocaust. But the bunker’s water-purification chip has
failed, and somebody will have to venture outside and find a
replacement. And that someone is you.
The feeling of wide-eyed naiveté
as you step into the hot sunlight of the radioactively transformed
surface-world feels natural and earned. The game simply and
gracefully has given you an everyman character to play, and a plot
with the urgency and drama to make it work. You are a messenger on
whom lives depend, and, as you learn more about the looming threats
lurking in the wasted world above, a potential savior. (The point
belongs to some other article, but the familiar Mad Max
setting makes your immersion into the world that much easier.)
In other words, Fallout doesn’t
avoid back-story and character definition at all. Instead, the player
character is properly defined by the circumstances of the story, a
perfect everyman. Situation is everything, and Fallout isn’t
just a good beginning. By largely eschewing simplified morality (you
don’t have to be a good guy, and most of the people in the game
aren’t stamp-mold bad guys), these interactions become more real
and meaningful than in almost any other game I’ve played.
A more direct approach to starting the
hero on familiar ground can be found in the new Zelda game,
Twilight Princess. The game does an elegant job of placing you
in a small village where everyone knows you. True, you have the
freedom of an independent young man, but they still manage to conjure
a mentor, a love-interest, a trusty steed and a number of other
personalities in early stages of the game.
What are some of the tools Twilight
Princess and other games have used to successfully introduce a
character on familiar grounds? At least half the answer lies in
successfully using UI to simulate knowledge. If maps are filled in as
you explore, familiar areas should contain revealed and annotated
maps. Both Twilight Princess and Indigo Prophecy do an
excellent job of using early gameplay tasks to familiarize yourself
with areas so that you can perform with more confidence later on.
Both of these games also do a great job
of using dialog with people you know to create, inform, and reinforce
the information you need to feel like you know where you are. I am
also of the opinion that internal monologue has great, if largely
unused potential in this department, among others. By experimenting
with techniques like these, we will, over the course of time, begin
to assemble a vocabulary, in the semiotic sense used in film theory.
For instance, showing the hero’s home
in the intro cinematic, or flashbacks and extra camera angles like
those in Indigo Prophecy could slowly become familiar tricks
of the trade. As the state of our art evolves, we should be able to
put our audience in the shoes of more interesting, more original, and
more powerful protagonists.