Character Develops, News at 11
There is one technique for helping the
player step into the role of the game’s hero that deserves special
attention: giving the hero a real role in the story. Planescape:
Torment famously places you in the role of an immortal amnesiac,
who starts the game waking up on a mortuary slab with a splitting
headache, no memory, and a note to himself gouged into the skin of
his back. (You didn’t really think it was possible to write about
story in games and not mention Torment, did you?)
A bold move, and one of the best
stranger-in-a-strange-land introductions ever. All the same, this
clever trick would ultimately have been a clever trick, and no more,
if it had not also been a beautifully evocative prelude to the
sophisticated and poetical central theme of the game.
The game whirls around the questions of
your past and your nature, and then the nature of these very
concepts. These aren’t just problems that the designer had to deal
with – they are problems that you, as the Nameless One, grapple
with, and which change you as you unravel the mysteries of your own
past. I believe the fact that the hero of Torment grows and
changes through his choices and experiences over the course of the
story is one of the reasons many of us have found this game so
powerful. We have changed and grown through the playing of it.
In a sense, it seems surprising how
rarely you see heroes change and grow in games. It is, after
all, such an important component to other forms of storytelling (not
to mention the point of Joseph Campbell’s mythical journey,
which he claimed was a representation of our inner lives). But a
glance back over all the constraints placed on the player character
make it pretty clear how hard it is to get to the point where you are
even considering something so advanced.
And yet, as with Planescape:
Torment, I think that the potential to give the player an
experience of dramatically significant choices, leading to real and
powerful character growth, might more or less be the holy grail of
story-telling in games. From the whole-game view, in other words,
this is what a really great player character can give you: the type
of emotional investment in the game that takes it from fun to
memorable, meaningful, and timeless.
When it comes to how to give the
protagonist a character arc, Joseph Campbell’s hero’s journey
cycle is an excellent place to start. This cycle lays out the
mechanics of the structure of, supposedly, all myths, and is
described in detail in The Hero with a Thousand Faces. Both
everyman and action hero plug perfectly into the arduous journey
from home into the Unknown, where (and this is the point here) he or
she learns or grows in some vital and meaningful way, then struggles
to return with that accomplishment to the home world once again,
completing the cycle.
For the everyman, growth generally
means rising to the challenge of becoming great. While in video games
this will most often mean becoming the most powerful warrior in the
‘verse, it does not have to be that literal. Indeed, you can remain
a simple hobbit and still rise to the duty and challenge of your
destiny.
The important thing is that where you
were just another person when the tale began, because of luck or fate
or hidden virtues, you must come to accept and master a greater role.
This involves sacrifice and difficult choices. The Buffy the
Vampire Slayer series largely focused on this one aspect of hero
growth, moving through it slowly and developing all the themes to be
found in struggling to accept greatness and relinquish normalness.
Of course the action hero already knows
he’s hot stuff. He can’t grow or change by doing what they do
best. Instead, the action hero has two major paths for development.
As with everything in the shades-of-gray land of story mechanics,
these are actually the same thing.
One path of growth happens when the
action hero encounters a problem that his powers don’t address.
This is the classic “if all you have is a hammer, all your problems
look like nails” scenario, where you come to something that hammers
just don’t work on. One day the action hero meets the femme fatale
or the villain who uses brains rather than brawn, and then must face
his own shortcomings, struggle, adapt, and overcome them.
The other sort of development is when
the hero meets a challenge that far exceeds her powers. Here a good
setback is required to cut the hero down and give her a good sense of
doubt to struggle with. After the doubt and the struggle and perhaps
a glimpse at what the world will look like if she abandons her duty
when she is needed most, then will return to the treadmill, train,
get a good montage scene in, and push herself to be a worthy opponent
of her foes.
Mysteries are good tools both for
intriguing the player and matching character growth with plot
development. For a good mystery to be more than a trick, it
has to be personal: the truth about the death of your father, about
the girl or boy that you love, about who you yourself are.
As good as mysteries are, difficult
choices are better. Case in point is the Train Job episode of
Firefly: more than halfway into a problematic job for a shady
employer, the crew realize that their actions are doing great harm
(the stolen goods are needed medicine). The episode does a great job
of conveying the difficulty in choosing to do the right thing.
Difficult choices do not have to mean forking (or rubber-banding!)
story paths. A choice with one option – could they not return
the medicine? – as long as it is truly, morally difficult and not
just a styrofoam zen koan, is still a choice. Perhaps one-option
choices are even better for video games, as they do not interfere
with the player’s desire to succeed at the game.
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