Presenting Information: Surprise the Character
January 11, 2010 I heard Tina Brown on the radio the other day and she said something about the practice of writing that is tremendously applicable to the pacing of games and presenting information therein. She said, and I'm paraphrasing from memory here, that diaries are mysteries to their writers.
Brilliant! Too often, the characters in a game seem to inherit the knowledge that they're in a game. They behave as if they know they have infinite lives, or are only a save away from a potentially doomed (or willfully stupid) decision.
I don't want to ruin the surprise for you, but soylent green is people. There, I said it.Turning that on its ear is an immersive way of hooking the player. Now, obviously, I'm not saying that you should kill your players' characters. But giving them a swerve -- showing them that though players have the luxury of being the most important character around whom the story is told, it's not all going to be a picnic -- makes players jaded by story immunity and standard protagonist badassery sit up and pay attention. Presenting the story in a manner that shows the characters don't know what's in store for them makes them a bit vulnerable, and that vulnerability makes them interesting. Surprising your character can translate directly into surprising your player, and surprise builds investment.
The death of Aeris in Final Fantasy VII is a high point of this technique. Granted, developers can't rely on this technique too frequently or it'll lose all of its impact or fall into the "screw you, player" category of bad design. That said, the killing of a playable character subverted all the previous wisdom regarding what makes for a character. Until it happened, you didn't know it could, and that's powerful. It was something the characters in the game didn't see happening, and transcended that, becoming something even the player couldn't anticipate.
Compare that with the way the Fire Emblem games deal with PC deaths: No buildup; if you die in combat, that's it, you're dead. The Fire Emblem series' strength is in its tactical gameplay, so it's not like it's shortchanging itself, but the fact that the series doesn't intend to tell a blockbuster story is what puts the emphasis on the tactics.
File under: Someone approved this.Execution is a matter of style, too. The swerve as a dramatic device can be done poorly, in which case the swerve is a dick move, or it can be done compellingly, in which case its arrival is a surprise, and a dramatically rewarding one. Compare the swerve in Halo 2 ("A psychic plant that nobody ever heard of before arranged this whole thing, and Master Chief and the Apostate Bug are puppets dancing on his strings"... uh, what?) and the truth about Flemeth in Dragon Age (spoiler preserved). The former just came out of nowhere as a bit of nonsense. The latter is sinister, and exhibits the price of power in that virtual world.
Now, realistically, you have to swerve your audience so that they're actually surprised for your surprises to be, well, surprises. If your swerve is "He's your father!" or "He's your brother!" your surprise probably needs a little more work. But even a few old standards ("She's not dead after all!") can still pack a punch when deployed in the appropriate moment or with enough panache.
Remember, too, that you want your swerve to pop. It needs to be exciting. Most importantly, it can't disempower the player. Informing the player that he's been manipulated all along is perilous, for example, because it means that the player's actions haven't been his own. Vampire thrives on this device, but that's because it gives players an opportunity to turn that manipulation back on its perpetrator -- and for vampires, revenge is a dish best served cold, so part of the setting is the opportunity to brood on that manipulation and really work up a vengeful head of steam. You're doing well if your players' response to your swerve is, "Holy shit. Oh, yeah? Well now I'm going to...."
dragon age,
final fantasy vii,
fire emblem,
halo,
information experience,
players matter,
plot,
swerving,
vampire in
Design,
Gaming,
Interaction,
RPGs,
Video Games 

Reader Comments (7)
Thanks! Still not sure to this day if my favorite swerve was a dick moved or good, but it affected my players and they seemed to like it. I revealed that their nemesis was one of them from a future past that had been destroyed by the dark God they were presently attempting to contain. The events had so warped him that any means to fight this entity were justified, including allowing other bad guys to gain dominance. After all, wouldn't the Empire have resisted the yuuzhan vong better?
Interesting that you mention Fire Emblem. In my diseased delirium yesterday, I spent several hours playing Shining Force II, which is also a tactical JRPG. There's a weird dissonance in terms with how it deals with death (sometimes it's "exhaustion," sometimes it's "passed on"), but you're right that it's just "Oops, hey, you're dead, that sucks. Next turn?"
I'm beginning to see my favorite cure to 'story immunity' for PCs would be to use the Reign mechanic for whatever group / faction / location / adventuring company the PCs are a part of...
But, then again, the history of my running games has been attempting to solve problems which don't need solving. Apparently most people don't actually mind the "Player Character" halo and railroading. Unless they do.
Sometimes the best twists are the most obvious - because people don't want to believe the truth.
[gamer war story]
In my vampire LARP I introduced an 'ancient mystic wise man' who served as a Mentor to some of my more high-humanity Court officers. He counseled honor, and refraining from dark magic, and ecology. They loved him, even though 75% of what he said was heresy in the Camarilla, and the rest was BS.
So, when he told everybody (one night when the prince was away) that he had discovered a group of ritual necromancers, defiling the ancestors - the entire game rallied around the call. They invaded the Catholic Cemetery, charged into a mausoleum and slaughtered everybody within - who, quite surprised, screamed something (obviously nefarious) in Italian before dying. Then the proceeded to smash all the "foul sacraments of binding" which were arrayed within. The next couple nights he took a smaller contingent around and smashed up some occult shops and killed the people in them while they were doing rituals in Latin.
Of course, two weeks later, the Prince came back into town... with a Giovanni ambassador demanding to know why the Camarilla declared war on them, and the Tremere Primogen demanding to know why his Court officers had killed several Acolytes.
Because, of course, the "wise old elder" was a pre-Cam Brujah who hated the Giovanni and Tremere, and didn't mind if all the people he lead in a fight against their evil ways died in honorable protest against a corrupt system.
[end war story]
The point being, if you tell them something they WANT to believe - even if all of the evidence and their instincts should tell them it's not true - nine times out of ten, they'll buy it.
www.justinachilli.com, hoow do you doo it?
www.justinachklli.com, how do you do it?
http://jogvideo.blogspot.com/
http://playbackkalter.blogspot.com/2010/03/alan-antigenic.html
http://dumbwaitersvideo.blogspot.com/2010/03/video-honorarium-correcting.html
And this is why I lkie www.justinachilli.com. Marvelous post.
http://heraldedmonstruos.blogspot.com/2010/03/saltiness-crush-monstruos-de-videos.html
www.justinachilli.com, how do you do it?
http://millionairessvideo.blogspot.com/