Does every story-driven game have to have a plot twist now? Wait, you probably don't know what I'm talking about. Let me back up. Oh, and let me warn you in advance that I'm going to be using examples and as a result, I might be spoiling something in a game you haven't played yet.
In the beginning, video games cast you in the light of the hero more often than not. Your roll was to right wrongs, stand up to injustice, and generally take down the bad guys. It was heroic, glamorous, and loads of fun. From Link to Mario to Cate Archer the roll is instantly grasped and your actions (and consequences) unambiguous. But it left some people wanting more.
So the smart, sophisticated video games began to introduce the plot twist. You're still the hero, but now you find you've been manipulated or otherwise led down a path that's not consistent with the hero roll. You're generally then given a straightforward way of returning to proper hero status by taking down your superiors - extracting vengeance and gaining redemption for yourself. Deus Ex was a great example of this and mirrored the complex plots we see in films and books. Overall, I applaud this because it shows sophistication and maturation of plots in computer games.
However, it seems lately that every game contains such a plot twist. It happens so much that I end up looking for it and can usually spot it a mile away. Bioshock is the perfect example of this, where I was sure there was a twist and was only surprised about where it happened as opposed to the twist itself. Is this the face of gaming now?
I hope not - I hope that games do a few things to continue maturing. First, why does every game have to involve the aforementioned redemption? Crackdown might be moving in this direction. While it might simply be that they have left the quest for redemption to a sequel (and if so I'll be mildly disappointed) I wouldn't mind if the game continued with your role being a bit morally ambiguous. Baldur's Gate and Knights of the Old Republic are examples where you are allowed to act as you want (and its no surprise that they are both Bioware titles.) Both let your drive the plot depending on your actions. No doubt these titles are more expensive to produce but they certainly are the next level of maturity. I'd love to see more games with this capability.
Second, more anti-heros or characters with questionable morale compasses would be appreciated. Now few want to play a pure bad guy, but Grand Theft Auto has shown that people can and will enjoy a game where your not always a straight arrow. But where are the gaming equivalents of Capt Malcolm Reynolds?
These kinds of changes should free up story writers to come up with plot elements that are interesting and compelling without having to resort to what has now become traditional - the hero plot twist.
Posted by scottsh at Tuesday August 28, 2007 - 10:24 AM | TrackBack (0) | Category: Crunchy Curmudgeony Goodness | © 2007 Gaming Signal
I guess you must have played a different version of Crackdown than I did since I thought the ending was pretty well done and not the typical twist. If anything, the sequel gives the developers a chance to allow you to decide if you wish to be part of the voice-over-guy's plan for the future or a thorn in his side. I saw no need to quest for redemption in that your character was "fighting crime."
As for plot twists, they have been used for years and will continue to be used. If done correctly, you can really pull the player into the story. I am reminded of the twist found in Knights of the Old Republic and how much I wanted to go back and review all the foreshadowing elements that were placed prior to the twist being revealed. If we boil them down, many use a similar formula. They are a story mechanism and one that is relatively easy to implement and allows game play elements to be mixed up with. Think about it from a developer point view and you have two sets of opposing powers and want to allow the player to play from those sides. There are two options - two different campaigns or have a plot twist in the middle that allows you to switch to the opposing side and access those other powers. I am going think that these developers will go that secondary route.
As for "anti-heroes", any developer/designer will tell you that doing evil is very hard. Look at games like Overlord which claim to be evil, but is really thinly veiled. Evil versus good is always a point of perspective and I would prefer a game that allows me to choose my path through the world and have evil be defined by my personal ethical barometer.
Posted by Tim on Tuesday August 28, 2007 at 1:42 PM
Sorry to nitpick, but you did it in several places so I have to pipe up. I think you meant "role" not "roll." That is, unless you're talking about Kaiser or seasame -- in which case, I stand corrected...
Posted by PeterY on Tuesday August 28, 2007 at 4:38 PM
mmmm kaiser rolls... Tasty and German no less ![]()
Posted by Tim on Tuesday August 28, 2007 at 5:08 PM
I feel Crackdown might be moving this way - in the sequel will you have to destroy the Agency? After all, it setup all the bad guys in order to declare martial law, create super fighters, and take over. I don't know exactly what will be in the sequel so who knows. I didn't say Crackdown was bad though - I just saw the twist coming very early on (they telegraph it a bit.)
Posted by scottsh on Tuesday August 28, 2007 at 8:14 PM
I just don't see it as redemption and I didn't see it coming. I see a choice potentially offered - one where you can decide if you want to continue the aims of the voice over guy or one where you fight against him. Redemption is just the wrong wording there. I felt the ending to be appropriate for the game and one that fits for the universe the game is based in.
Posted by Tim on Wednesday August 29, 2007 at 12:15 AM
I agree Tim, I thought the ending was good and the story cool. Crackdown is my favorite XBOX 360 game by far - I wish there was an expansion already
.
I felt that the game identified that you had a been a patsy - a puppet of voice-over guy and the Agency. You weren't really cleaning up gangs and helping people, but helping the Agency take over the city. To me, that speaks of the potential for redemption.
However I now feel that Crackdown won't actually do this. We'll see, but if the intent is to offer more cities to pacify I think you'll get to be a member of the Agency and aid its plans for world domination. Given that Crackdown was designed by the GTA designer, I feel this is more likely, but who knows? I can't wait!
Posted by scottsh on Wednesday August 29, 2007 at 9:43 AM
Here is the speech that voice-over guy gave you at the end:
"Who do you think supplied Los Muertos? Who do you think turned a blind eye to the Volk's activities? Who do you think was Shai Gen's biggest supporter? Who do you think ran organized law... And ran it into the ground? The people had to experience first hand absolute anarchy before they would accept unconditional control. You are the portent of a new world order, Agent. Pacific City was only the beginning."
Posted by scottsh on Wednesday August 29, 2007 at 9:45 AM